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@@ -9,13 +9,14 @@ GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.n
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IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );
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IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );
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- float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
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- vLightFront += dotNL * directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+ float dotNL = dot( geometry.normal, directLight.direction );
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+ vec3 directLightColor_Diffuse = directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+
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+ vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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#ifdef DOUBLE_SIDED
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- float backDotNL = saturate( dot( -geometry.normal, directLight.direction ) );
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- vLightBack += backDotNL * directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+ vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
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#endif
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#endif
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@@ -29,13 +30,14 @@ GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.n
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IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );
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IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );
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- float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
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- vLightFront += dotNL * directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+ float dotNL = dot( geometry.normal, directLight.direction );
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+ vec3 directLightColor_Diffuse = directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+
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+ vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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#ifdef DOUBLE_SIDED
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- float backDotNL = saturate( dot( -geometry.normal, directLight.direction ) );
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- vLightBack += backDotNL * directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+ vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
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#endif
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#endif
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}
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}
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@@ -48,13 +50,14 @@ GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.n
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IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );
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IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );
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- float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
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- vLightFront += dotNL * directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+ float dotNL = dot( geometry.normal, directLight.direction );
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+ vec3 directLightColor_Diffuse = directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+
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+ vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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#ifdef DOUBLE_SIDED
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- float backDotNL = saturate( dot( -geometry.normal, directLight.direction ) );
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- vLightBack += backDotNL * directLight.color * BRDF_Diffuse_Lambert( diffuse );
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+ vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
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#endif
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#endif
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