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@ -23,9 +23,9 @@ void lightComputeDir(in vec3 worldPos, in float lightType, in vec4 position, out |
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/* |
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* Computes the spot falloff for a spotlight |
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*/ |
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float computeSpotFalloff(in vec4 lightDirection, in vec3 lightVector){ |
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vec3 L=normalize(lightVector); |
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vec3 spotdir = normalize(lightDirection.xyz); |
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float computeSpotFalloff(in vec4 lightDirection, in vec3 lightVector) { |
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vec3 L = lightVector; |
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vec3 spotdir = lightDirection.xyz; |
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float curAngleCos = dot(-L, spotdir); |
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float innerAngleCos = floor(lightDirection.w) * 0.001; |
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float outerAngleCos = fract(lightDirection.w); |
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