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shapes::Background::Background(
const std::shared_ptr<material::Material>& material)
: material(material) {
std::shared_ptr<cam::Hit> shapes::Background::intersect(
const cam::Ray& r) const {
return std::make_shared<cam::Hit>(
cam::Hit(r(std::numeric_limits<float>::infinity()), util::Vec3(0, 0, 0),
std::numeric_limits<float>::infinity(), material));