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fixed everything being a little dark

+1 -1
+1 -1
src/renderer.zig
··· 21 21 22 22 pub fn rayColor(r: *Ray, world: *hittable.HittableList) zm.Vec { 23 23 if (world.hit(r, IntervalF32.init(0, std.math.inf(f32)))) |rec| { 24 - return zm.f32x4s(0.5) * (rec.normal + zm.f32x4(1, 1, 1, 1)); 24 + return zm.f32x4(0.5, 0.5, 0.5, 1.0) * (rec.normal + zm.f32x4(1, 1, 1, 1)); 25 25 } 26 26 27 27 const unit_direction = zm.normalize3(r.dir);