Fix radial lights
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@@ -118,11 +118,15 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
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float distanceAttenuation = 1;
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float lightRadiusMask = 1;
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float spotAttenuation = 1;
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float3 toLight = lightData.Direction;
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// Calculate attenuation
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if (isRadial)
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{
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GetRadialLightAttenuation(lightData, isSpotLight, gBuffer.WorldPos, N, 1, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
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toLight = lightData.Position - gBuffer.WorldPos;
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float distanceSqr = dot(toLight, toLight);
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L = toLight * rsqrt(distanceSqr);
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GetRadialLightAttenuation(lightData, isSpotLight, N, distanceSqr, 1, toLight, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
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}
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float attenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
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@@ -136,7 +140,7 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
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if (shadow.SurfaceShadow + shadow.TransmissionShadow > 0)
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{
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gBuffer.Roughness = max(gBuffer.Roughness, lightData.MinRoughness);
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float energy = AreaLightSpecular(lightData, gBuffer.Roughness, lightData.Direction, L, V, N);
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float energy = AreaLightSpecular(lightData, gBuffer.Roughness, toLight, L, V, N);
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// Calculate direct lighting
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LightingData lighting = SurfaceShading(gBuffer, energy, L, V, N);
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