ft: refactor materials/texture decoupling
made it so all materials can use a texture for colour source. this should be extendable if we want to do e.g. coded patterns in future
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@@ -13,13 +13,13 @@
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"focus_dist": 15.68
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},
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"materials": [
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{ "type": "metal", "albedo": [0.2, 0.4, 0.8 ], "prob": 1.0, "fuzz": 0.1},
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{ "type": "metal", "albedo": [0.7, 0.4, 0.2 ], "prob": 1.0, "fuzz": 0.1},
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{ "type": "lambertian", "albedo": [0.8, 0.8, 0.0 ], "prob": 1.0},
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{ "type": "lambertian", "albedo": [0.1, 0.2, 0.5 ], "prob": 1.0},
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{ "type": "metal", "colour": [0.2, 0.4, 0.8 ], "prob": 1.0, "fuzz": 0.1},
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{ "type": "metal", "colour": [0.7, 0.4, 0.2 ], "prob": 1.0, "fuzz": 0.1},
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{ "type": "lambertian", "colour": [0.8, 0.8, 0.0 ], "prob": 1.0},
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{ "type": "lambertian", "colour": [0.1, 0.2, 0.5 ], "prob": 1.0},
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{ "type": "dielectric", "refraction_index": 1.5},
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{ "type": "dielectric", "refraction_index": 0.67},
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{ "type": "metal", "albedo": [0.8, 0.6, 0.2 ], "prob": 1.0, "fuzz": 1.0}
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{ "type": "metal", "colour": [0.8, 0.6, 0.2 ], "prob": 1.0, "fuzz": 1.0}
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],
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"objects": [
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