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Use clustered light lists in forward shading
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@@ -76,12 +76,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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float specularamount = sunlight.y * param[1].y * specularity * lights[0].intensity;
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = calc_headlights(light, fragnormal);
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fragcolor += light.color * (part.x + part.y * param[1].y) * light.intensity;
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}
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fragcolor = add_headlights(fragcolor, fragnormal);
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if (shadowtone < 1.0)
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{
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