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Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light
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@@ -10,7 +10,7 @@
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layout(location = 0) out vec4 out_light;
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layout(location = 1) out vec4 out_albedo;
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// closest distance (squared) the light of the lamp is computed for, as LOCAL_LIGHT_MIN_DISTANCE2 of light_common.glsl
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// 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
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const float PROBE_LIGHT_MIN_DISTANCE2 = 0.01;
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// the light of the sun on a diffuse surface, as SUN_DIFFUSE_SCALE and SUN_NDOTL_SHARPNESS of light_common.glsl
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const float PROBE_SUN_SCALE = 1.5;
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