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@@ -11,7 +11,6 @@ class Light extends hxsl.Shader {
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Tells that we need to keep occlusion / shadow map.
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**/
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@param var lightColor = vec3(0.5, 0.5, 0.5);
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- @const var isSun : Bool;
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};
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}
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@@ -41,8 +40,6 @@ class PointLight extends Light {
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falloff *= falloff;
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falloff *= 1 / (dist + 1);
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pbrLightColor = lightColor * falloff;
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-
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- if( !isSun ) occlusion = 1.;
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}
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};
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@@ -59,7 +56,6 @@ class DirLight extends Light {
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function fragment() {
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pbrLightDirection = lightDir;
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pbrLightColor = lightColor;
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- if( !isSun ) occlusion = 1.;
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}
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};
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