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Less magic in this world
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@ -478,7 +478,8 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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auto eyeLightPos = eyePoint - light->getPosition();
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auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
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glm::vec4 coneParam(light->getSpotAngleCosSin(), 0.66f * tan(0.5 * light->getSpotAngle()), 1.0f);
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const float TANGENT_LENGTH_SCALE = 0.666f;
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glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f);
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
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