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SW : Treat light type 3 as light type 2
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@ -325,6 +325,7 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
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lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f);
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break;
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case GE_LIGHTTYPE_SPOT:
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case GE_LIGHTTYPE_UNKNOWN:
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lightDir = gstate_c.lightdir[l];
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angle = Dot(toLight.Normalized(), lightDir.Normalized());
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if (angle >= gstate_c.lightangle[l])
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