Refraction is fully there, with magic fresnel!
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@@ -104,6 +104,14 @@ Tuple World::shadeHit(Computation comps, uint32_t depthCount)
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Tuple reflected = this->reflectColour(comps, depthCount);
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Tuple refracted = this->refractedColour(comps, depthCount);
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if ((comps.object->material.reflective > 0) && (comps.object->material.transparency > 0))
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{
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double reflectance = comps.schlick();
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return surface + reflected * reflectance + refracted * (1 - reflectance);
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}
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return surface + reflected + refracted;
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}
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