debug pixel: x = 370; y = 300 cast ray: end = 0 1 6; dir = 0.108894 -0.0333254 -0.993495 intersection with obj[0] part 0; dist = 3.36428 closest intersection: obj = obj[0]; part = 0; dist = 3.36428 call Shade_Surface with: location = 0.366351 0.887884 2.6576; normal = 0.106541 0.315154 0.943042 ambient = 0 0 0 shading for light 0: diffuse = 0.277123 0.277123 0.277123; specular = 0 0 0 final color 0.277123 0.277123 0.277123