debug pixel: x = 320; y = 250 cast ray: end = 0 1 6; dir = 0.00109378 -0.141699 -0.989909 intersection with obj[0] part 0; dist = 3.27326 closest intersection: obj = obj[0]; part = 0; dist = 3.27326 call Shade_Surface with: location = 0.00358025 0.536183 2.75977; normal = -0.0385679 0.174473 0.983906 ambient = 0 0 0 shading for light 0: diffuse = 0 0 0; specular = 0.15475 0.15475 0.15475 final color 0.15475 0.15475 0.15475