Use normals to color sphere.
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f2c68e0b6f
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@ -10,21 +10,27 @@ const info = std.log.info;
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const write_color = color.write_color;
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const Ray = ray.Ray;
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fn hit_sphere(center: Point3, radius: f32, r: Ray) bool {
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fn hit_sphere(center: Point3, radius: f32, r: Ray) f32 {
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const oc = r.origin().sub(center);
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const a = Vec3.dot(r.direction(), r.direction());
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const b = Vec3.dot(oc, r.direction()) * 2;
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const c = Vec3.dot(oc, oc) - radius * radius;
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const discriminant = b * b - 4 * a * c;
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return discriminant > 0;
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return if (discriminant < 0) -1 else (-b - @sqrt(discriminant)) / (2 * a);
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}
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fn ray_color(r: Ray) Color {
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if (hit_sphere(Point3.init(0, 0, -1), 0.5, r)) {
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return Color.init(1, 0, 0);
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var t = hit_sphere(Point3.init(0, 0, -1), 0.5, r);
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if (t > 0) {
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const n = r.at(t).sub(Vec3.init(0, 0, -1)).unit();
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return Color.init(
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n.x() + 1,
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n.y() + 1,
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n.z() + 1,
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).scale(0.5);
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}
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var unit_direction = r.direction().unit();
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var t = 0.5 * (unit_direction.y() + 1);
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t = 0.5 * (unit_direction.y() + 1);
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return Color.init(1, 1, 1).scale(1 - t).add(Color.init(0.5, 0.7, 1.0).scale(t));
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}
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