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Don't clamp individual light contribution in shaders as FFP doesn't do this
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@ -106,8 +106,6 @@ float lcalcRadius(int lightIndex)
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float lcalcIllumination(int lightIndex, float dist)
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float lcalcIllumination(int lightIndex, float dist)
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{
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{
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float illumination = 1.0 / (lcalcConstantAttenuation(lightIndex) + lcalcLinearAttenuation(lightIndex) * dist + lcalcQuadraticAttenuation(lightIndex) * dist * dist);
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float illumination = 1.0 / (lcalcConstantAttenuation(lightIndex) + lcalcLinearAttenuation(lightIndex) * dist + lcalcQuadraticAttenuation(lightIndex) * dist * dist);
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// FIXME: FFP doesn't do this
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illumination = clamp(illumination, 0.0, 1.0);
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#if @lightingMethodPerObjectUniform || @lightingMethodUBO
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#if @lightingMethodPerObjectUniform || @lightingMethodUBO
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// Fade illumination between the radius and the radius doubled to diminish pop-in
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// Fade illumination between the radius and the radius doubled to diminish pop-in
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illumination *= 1.0 - quickstep((dist / lcalcRadius(lightIndex)) - 1.0);
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illumination *= 1.0 - quickstep((dist / lcalcRadius(lightIndex)) - 1.0);
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