 #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)*200.0;
-#define light_2_emission vec3(1.0, 0.8, 0.6)*200.0;
-
-#define sphere_1_diffuse vec3(.5, .8, .9)
-#define box_diffuse vec3(1., 1., 1.)*.7
+#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) * 0.5
+#define box_diffuse vec3(1., 1., 1.)*.7 * 0.5
 
 // helpers
 #define UNIT_SPHERE_AREA (4.0*M_PI)

}

#define weight2 weight1
#else
// uncomment to use pure path tracing
#define weight1(a,b) 1.0
#define weight2(a,b) 0.0
#endif

void main() {

    return ((jittered_pos / resolution.xy) * 2.0 - 1.0) * vec2(1.0, aspect);
}

// secene geometry
#define OBJ_NONE 0
#define OBJ_SPHERE_1 1
