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Merge pull request #8835 from unknownbrackets/vulkan
Vulkan: Fix spot lighting shader syntax
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commit
6e89d9f865
@ -388,8 +388,8 @@ bool GenerateVulkanGLSLVertexShader(const ShaderID &id, char *buffer, bool *uses
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case GE_LIGHTTYPE_SPOT:
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case GE_LIGHTTYPE_UNKNOWN:
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WRITE(p, " float angle%i = dot(normalize(light.dir[%i]), toLight);\n", i, i);
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WRITE(p, " if (angle[%i] >= light.angle[%i]) {\n", i, i);
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WRITE(p, " lightScale = clamp(1.0 / dot(light.att[%i], vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle[%i], light.spotCoef[%i]);\n", i, i, i);
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WRITE(p, " if (angle%i >= light.angle[%i]) {\n", i, i);
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WRITE(p, " lightScale = clamp(1.0 / dot(light.att[%i], vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, light.spotCoef[%i]);\n", i, i, i);
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WRITE(p, " } else {\n");
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WRITE(p, " lightScale = 0.0;\n");
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WRITE(p, " }\n");
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