debug pixel: x = 350; y = 240 cast ray: end = 0 4 6; dir = 0.0665904 -0.55256 -0.830809 intersection with obj[0] part 0; dist = 6.31796 closest intersection: obj = obj[0]; part = 0; dist = 6.31796 call Shade_Surface with: location = 0.420715 0.508944 0.750982; normal = 0.420715 0.508944 0.750982 flat shader; color = 1 1 1