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Switch back to using the light's radius + spacing
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1 changed files with 3 additions and 1 deletions
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@ -99,12 +99,14 @@ float getLightShowContour(Light l) {
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}
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float evalLightAttenuation(Light l, float d, vec3 ulightvec) {
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float radius = getLightSquareRadius(l);
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float radius = getLightRadius(l);
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float denom = d / radius + 1.0;
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float attenuation = 1.0 / (denom * denom);
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// "Fade" the edges of light sources to make things look a bit more attractive.
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// Note: this tends to look a bit odd at lower exponents.
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attenuation *= clamp(0, 1, mix(0, 1, getLightCutoffSquareRadius(l) - dot(ulightvec, ulightvec)));
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return attenuation;
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}
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