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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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@@ -93,7 +93,7 @@ vec3 particle_lamp(light_s light, vec3 position)
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vec3 tolight = light.pos - position;
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float distance2 = dot(tolight, tolight);
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float edge = clamp(1.0 - distance2 * distance2 * (light.quadratic * light.quadratic), 0.0, 1.0);
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float atten = edge * edge / max(distance2, 0.01);
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float atten = edge * edge * lamp_falloff(light, distance2);
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if (light.type == LIGHT_SPOT)
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atten *= smoothstep(light.out_cutoff, light.in_cutoff, dot(-tolight * inversesqrt(max(distance2, 1e-8)), normalize(light.dir)));
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return light.color * (atten * light.intensity);
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