debug pixel: x = 320; y = 250
cast ray: end = 0 1 6; dir = 0.00109378 -0.141699 -0.989909
intersect test with obj[0]: hits = { {obj[0], 3.27326, false}, {obj[0], 8.26698, true} }
closest intersection: return = obj[0]; hit = {obj[0], 3.27326, false}
call Shade_Surface with: location = 0.00358025 0.536183 2.75977; normal = -0.0385679 0.174473 0.983906
ambient = 0 0 0
shading for light 0: diffuse = 0 0 0; specular = 0.15475 0.15475 0.15475
final color 0.15475 0.15475 0.15475
