phong shading is minimally wrong - perhaps due to still incorrect precomputed vertex-normals
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@ -205,9 +205,10 @@ intersect r@(Ray ro rd) m@(M (Mesh s _ v f vn fn b)) = case catMaybes . elems $
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det2 = det2v ^. _x >= 0 && det2v ^. _y >= 0
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det2 = det2v ^. _x >= 0 && det2v ^. _y >= 0
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&& det2v ^. _x + det2v ^. _y <= 1
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&& det2v ^. _x + det2v ^. _y <= 1
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vns = normalize $
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vns = normalize $
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(0.5 - sqrt ((sqr (det2v ^. _x) + sqr (det2v ^. _y))/2)) *^ (vnorm IM.! w1)
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--(0.5 - sqrt ((sqr (det2v ^. _x) + sqr (det2v ^. _y))/2)) *^ (vnorm IM.! w1)
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+ ((det2v ^. _y)/2) *^ (vnorm IM.! w2)
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(1 - det2v ^. _x - det2v ^. _y) *^ (vnorm IM.! w1)
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+ ((det2v ^. _x)/2) *^ (vnorm IM.! w3)
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+ ((det2v ^. _x)/2) *^ (vnorm IM.! w2)
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+ ((det2v ^. _y)/2) *^ (vnorm IM.! w3)
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sqr = \x -> x * x
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sqr = \x -> x * x
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