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PhotonMF/sphere_area_light.cpp

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#include "sphere_area_light.hpp"
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vec3 SphereAreaLight::sample_at_surface() {
Sphere * s = static_cast<Sphere *>(m_figure);
m_last_sample = m_figure->sample_at_surface();
m_n_at_last_sample = normalize(vec3((m_last_sample - s->m_center) / s->m_radius));
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return m_last_sample;
}