vec3 norm = faceforward(hit.norm, rd, hit.norm);
vec3 ldir = light_pos - hit.pos;
- vec3 amb = hit.mtl.diffuse * 0.02;
+ vec3 amb = hit.mtl.diffuse * 0.01;
isect_scene(hit.pos + norm * 0.01, ldir, shadow_hit);
nearest.mtl = mtl_glass;
}
if(hit.dist < 1.0) {
- opacity *= mtl_glass.refr;
+ opacity *= mtl_glass.refr * 0.25; // XXX hack quarter the refr, fresnel would reduce it drastically
}
}