                 ray = get_random_cosine_weighted(normal, bounce);
                 lastCosineWeight = dot(normal, ray);
 
-                ray_color *= get_diffuse(which_object);
+                ray_color *= get_diffuse(which_object) / M_PI;
                 was_diffuse = true;
             }
 

}

// tracer parameters
#define N_BOUNCES 6
#define IMAGE_BRIGHTNESS 25.0

// secene geometry
#define OBJ_NONE 0

#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)*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
