Fix spot lights rendering on D3D12
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@@ -122,7 +122,7 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
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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, lightData.Direction, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
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GetRadialLightAttenuation(lightData, isSpotLight, gBuffer.WorldPos, N, 1, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
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}
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float attenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
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@@ -141,7 +141,7 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
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// Calculate direct lighting
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LightingData lighting = SurfaceShading(gBuffer, energy, L, V, N);
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#if NO_SPECULAR
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lighting.Specular = 0;
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lighting.Specular = float3(0, 0, 0);
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#endif
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// Calculate final light color
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