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@@ -110,9 +110,7 @@ IncidentLight directLight;
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spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
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inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
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spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
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- inSpotLightMap = inSpotLightMap && ( spotColor.a > 0. );
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- directLight.visible = directLight.visible || inSpotLightMap;
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- directLight.color = inSpotLightMap ? mix( directLight.color, spotLight.color * spotColor.rgb, spotColor.a ) : directLight.color;
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+ directLight.color = inSpotLightMap ? directLight.color * spotLight.color * spotColor.rgb : directLight.color;
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#endif
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#undef SPOT_LIGHT_MAP_INDEX
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