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Down this route lies madness
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1 changed files with 6 additions and 1 deletions
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@ -49,7 +49,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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" cosine = max(0.0, dot(_normal, " LIGHT_DIR ".xyz));\n",
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LIGHT_DIR_PARAMS(index));
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object.Write(" }}\n"
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" // Specular lights use the angle for the denominator as well\n"
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" ldir = " LIGHT_DIR ".xyz;\n",
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LIGHT_DIR_PARAMS(index));
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object.Write(" // Specular lights use the angle for the denominator as well\n"
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" dist = cosine;\n"
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" dist2 = dist * dist;\n");
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break;
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@ -99,6 +101,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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break;
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}
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if (attn_func == AttenuationFunc::Spec && diffuse_func != DiffuseFunc::None)
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object.Write(" diffuse *= (2048.0 + 1024.0);\n");
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object.Write(" lacc.{} += int{}(round(attn * diffuse * float{}(" LIGHT_COL ")));\n", swizzle,
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swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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object.Write(" }}\n");
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