@@ -129,9 +129,8 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
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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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float distanceAttenuation = 1, lightRadiusMask = 1, spotAttenuation = 1;
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GetRadialLightAttenuation(lightData, isSpotLight, N, distanceSqr, 1, toLight, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
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float attenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
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float attenuation = 1;
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GetRadialLightAttenuation(lightData, isSpotLight, N, distanceSqr, 1, toLight, L, NoL, attenuation);
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shadow.SurfaceShadow *= attenuation;
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shadow.TransmissionShadow *= attenuation;
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}
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