debug pixel: x = 350; y = 250
cast ray: end = 0.02 0.01 4; dir = 0.0615843 0.0204247 -0.997893
intersection with obj[0] part 0; dist = 4.00845
closest intersection: obj = obj[0]; part = 0; dist = 4.00845
call Shade_Surface with: location = 0.266857 0.0918714 4.44089e-16; normal = 0 0 1
ambient = 0.3 0.3 0.3
shading for light 0: diffuse = 0.231426 0.231426 0.231426; specular = 0.115965 0.115965 0.115965
final color 0.64739 0.64739 0.64739
