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@@ -1202,7 +1202,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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state.light_uniforms[index].color[i] = l->color[i];
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}
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- state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
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+ state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
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if (state.shadow_fb.is_valid()) {
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state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
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@@ -1264,7 +1264,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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state.light_uniforms[index].color[i] = l->color[i];
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}
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- state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
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+ state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
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if (state.shadow_fb.is_valid()) {
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state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
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