cheaper, cuter way to deal with spot vs point in the shader
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1bf2a13835
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5a1cf512e9
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@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid
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float da = clamp(1.0/(la * d), 0.0, 1.0);
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//angular attenuation
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da *= clamp(dot(-ln, lv)+is_omnidirectional, 0.0, 1.0) * calcDirectionalLight(n, lv);
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da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv);
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return da;
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}
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