Closer to correct shading, but still not there.
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@ -13,7 +13,7 @@ fn hit_sphere(center: Vec3, radius: f32, r: Ray) -> f32 {
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if discriminant < 0. {
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return -1.;
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}
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-b - discriminant.sqrt() / (2. * a)
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(-b - discriminant.sqrt()) / (2. * a)
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}
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fn color(r: Ray) -> Vec3 {
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