debug pixel: x = 340; y = 240 cast ray: end = 0 1 6; dir = 0.044812 -0.163156 -0.985582 intersection with obj[0] part 0; dist = 3.27455 closest intersection: obj = obj[0]; part = 0; dist = 3.27455 call Shade_Surface with: location = 0.146739 0.465738 2.77266; normal = 0.0186956 0.146295 0.989064 ambient = 0 0 0 shading for light 0: diffuse = 0.187633 0.187633 0.187633; specular = 0.0012291 0.0012291 0.0012291 final color 0.188862 0.188862 0.188862