bool
PointLight::Illuminate(Ray& ray, Vec3f& intensity)
{
+ float dist = ((ray.origin() + ray.direction() * ray.t()) - m_pos).norm();
+ float c1 = 1, c2 = 0.5, c3 = 0;
+ float in = 1 / (c1 + c2*dist + c3*dist*dist);
+
+ intensity = Vec3f(in, in, in);
return false;
}