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Simple fix to lighting code in vertex shaders
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@@ -50,7 +50,7 @@ varying vec2 vertTexcoord;
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float attenuationFactor(vec3 lightPos, vec3 vertPos, float c0, float c1, float c2) {
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float d = distance(lightPos, vertPos);
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return = 1.0 / (c0 + c1 * d + c2 * d * d);
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return 1.0 / (c0 + c1 * d + c2 * d * d);
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}
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float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
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@@ -48,7 +48,7 @@ varying vec4 vertColor;
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float attenuationFactor(vec3 lightPos, vec3 vertPos, float c0, float c1, float c2) {
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float d = distance(lightPos, vertPos);
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return = 1.0 / (c0 + c1 * d + c2 * d * d);
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return 1.0 / (c0 + c1 * d + c2 * d * d);
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}
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float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
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