debug pixel: x = 450; y = 160 cast ray: end = 0 4 4; dir = 0.0403497 -0.82066 -0.569991 intersection with obj[3] part 0; dist = 4.57289 closest intersection: obj = obj[3]; part = 0; dist = 4.57289 call Shade_Surface with: location = 0.184515 0.247215 1.3935; normal = 0.369029 0.49443 0.786992 flat shader; color = 0.2 0.2 0.8