debug pixel: x = 70; y = 250
cast ray: end = 0.02 0.01 4; dir = -0.483467 0.017968 -0.875178
intersect test with obj[0]: hits = { {obj[0], 2.10976, false} }
intersect test with obj[1]: hits = { }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 55.0979, false} }
intersect test with obj[4]: hits = { {obj[4], 15.9967, false} }
closest intersection: return = obj[0]; hit = {obj[0], 2.10976, false}
call Shade_Surface with: location = -1 0.0479083 2.15358; normal = 1 0 0
ambient = 0.3 0 0
intersect test with obj[0]: hits = { }
intersect test with obj[1]: hits = { {obj[1], 2.98451, false} }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 3.40035, false} }
intersect test with obj[4]: hits = { }
closest intersection: return = obj[1]; hit = {obj[1], 2.98451, false}
light 0 visible; closest object on ray too far away (light dist = 2.68606; object dist = 2.98451)
shading for light 0: diffuse = 0.739124 0 0; specular = 0 0 0
final color 1.03912 0 0
cast ray: end = -1 0.0479083 2.15358; dir = 0.483467 0.017968 -0.875178
intersect test with obj[0]: hits = { }
intersect test with obj[1]: hits = { {obj[1], 4.13679, false} }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 52.9881, false} }
intersect test with obj[4]: hits = { {obj[4], 13.887, false} }
closest intersection: return = obj[1]; hit = {obj[1], 4.13679, false}
call Shade_Surface with: location = 1 0.122238 -1.46684; normal = -1 0 0
ambient = 0.3 0 0
intersect test with obj[0]: hits = { {obj[0], 55.1232, false} }
intersect test with obj[1]: hits = { }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 7.13895, false} }
intersect test with obj[4]: hits = { }
closest intersection: return = obj[3]; hit = {obj[3], 7.13895, false}
light 0 visible; closest object on ray too far away (light dist = 5.51232; object dist = 7.13895)
shading for light 0: diffuse = 0.00950202 0 0; specular = 0 0 0
final color 0.309502 0 0
cast ray: end = 1 0.122238 -1.46684; dir = -0.483467 0.017968 -0.875178
intersect test with obj[0]: hits = { {obj[0], 4.13679, false} }
intersect test with obj[1]: hits = { }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 48.8513, false} }
intersect test with obj[4]: hits = { {obj[4], 9.7502, false} }
closest intersection: return = obj[0]; hit = {obj[0], 4.13679, false}
call Shade_Surface with: location = -1 0.196568 -5.08727; normal = 1 0 0
ambient = 0.3 0 0
intersect test with obj[0]: hits = { }
intersect test with obj[1]: hits = { {obj[1], 10.315, false} }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 12.3603, false} }
intersect test with obj[4]: hits = { }
closest intersection: return = obj[1]; hit = {obj[1], 10.315, false}
light 0 visible; closest object on ray too far away (light dist = 9.28346; object dist = 10.315)
shading for light 0: diffuse = 0.0179033 0 0; specular = 0 0 0
final color 0.317903 0 0
cast ray: end = -1 0.196568 -5.08727; dir = 0.483467 0.017968 -0.875178
intersect test with obj[0]: hits = { }
intersect test with obj[1]: hits = { {obj[1], 4.13679, false} }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 44.7145, false} }
intersect test with obj[4]: hits = { {obj[4], 5.61341, false} }
intersect test with obj[5]: hits = { {obj[5], 2.48802, false}, {obj[5], 3.57017, true} }
closest intersection: return = obj[5]; hit = {obj[5], 2.48802, false}
call Shade_Surface with: location = 0.202874 0.241273 -7.26472; normal = 0.253592 0.301591 0.919094
ambient = 0.3 0.3 0.3
intersect test with obj[0]: hits = { }
intersect test with obj[1]: hits = { {obj[1], 15.0773, false} }
intersect test with obj[2]: hits = { }
intersect test with obj[3]: hits = { {obj[3], 15.3373, false} }
intersect test with obj[4]: hits = { }
intersect test with obj[5]: hits = { {obj[5], 0, false}, {obj[5], 1.11022e-16, true} }
closest intersection: return = obj[1]; hit = {obj[1], 15.0773, false}
light 0 visible; closest object on ray too far away (light dist = 11.2944; object dist = 15.0773)
shading for light 0: diffuse = 0.0589525 0.0589525 0.0589525; specular = 3.65729e-20 3.65729e-20 3.65729e-20
final color 0.358952 0.358952 0.358952
