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Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light

This commit is contained in:
2026-10-28 16:18:03 +01:00
parent 413cebed9c
commit c4e23932bf
25 changed files with 327 additions and 72 deletions

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@@ -10,7 +10,7 @@
layout(location = 0) out vec4 out_light;
layout(location = 1) out vec4 out_albedo;
// closest distance (squared) the light of the lamp is computed for, as LOCAL_LIGHT_MIN_DISTANCE2 of light_common.glsl
// closest distance (squared) the light of the lamp is computed for, as lamp_falloff() of common.glsl takes it for a lamp without a radius
const float PROBE_LIGHT_MIN_DISTANCE2 = 0.01;
// the light of the sun on a diffuse surface, as SUN_DIFFUSE_SCALE and SUN_NDOTL_SHARPNESS of light_common.glsl
const float PROBE_SUN_SCALE = 1.5;