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@@ -129,14 +129,13 @@ float GetAtten(vec3 normal, vec3 worldPos, out vec3 lightDir)
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{
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lightDir = cLightDirPS;
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return clamp(dot(normal, lightDir), 0.0, 1.0);
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-
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}
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float GetAttenPoint(vec3 normal, vec3 worldPos, out vec3 lightDir)
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{
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vec3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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- float falloff = pow(clamp(1.0 - pow(lightDist / 1.0, 4.0), 0.0, 1.0), 2.0) * 3.14159265358979323846 / (4 * 3.14159265358979323846)*(pow(lightDist, 2.0) + 1.0);
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+ float falloff = pow(clamp(1.0 - pow(lightDist / 1.0, 4.0), 0.0, 1.0), 2.0) * 3.14159265358979323846 / (4.0 * 3.14159265358979323846)*(pow(lightDist, 2.0) + 1.0);
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lightDir = lightVec / lightDist;
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return clamp(dot(normal, lightDir), 0.0, 1.0) * falloff;
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