Start light ray a bit off the surface
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@ -103,7 +103,7 @@ fun main() {
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if (hit != null) {
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var color = hit.color * ambient
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val rayToLight = hit.point.rayTo(light.point)
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val rayToLight = (hit.point + 0.0001f * hit.normal).rayTo(light.point)
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if (scene.intersects(rayToLight) == null) {
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val lambert = max(0f, dot(hit.normal, rayToLight.direction))
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