 #define light_2_pos vec3(0.0, ROOM_W*0.5, ROOM_H)
 
 // materials
-#define light_1_emission vec3(0.8, 0.8, 1.0)
-#define light_2_emission vec3(1.0, 0.8, 0.6)
+#define light_1_emission vec3(0.8, 0.8, 1.0)*100.0;
+#define light_2_emission vec3(1.0, 0.8, 0.6)*100.0;
 
 #define sphere_1_diffuse vec3(.5, .8, .9)
 #define box_diffuse vec3(1., 1., 1.)*.7

                ray = get_random_cosine_weighted(normal, bounce);
                lastCosineWeight = dot(normal, ray);

                ray_color *= get_diffuse(which_object);
                was_diffuse = true;
            }


        if (which_object == OBJ_NONE) {
            ray_color = ZERO_VEC3;
        } else {
            vec3 normal = intersection.xyz;
            ray_pos += intersection.w * ray;

            vec3 emission = ZERO_VEC3;
            if (get_emission(which_object, emission)) {
                float changeOfVarsTerm = -dot(normal, ray) / (intersection.w*intersection.w);
                float probThis = changeOfVarsTerm * lastCosineWeight /  M_PI;
                float intensity = 1.0; // TODO: ?
                float probOther = light_sample_area_probability;

