Small tweak to lighting code
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@ -412,10 +412,8 @@ GL_FORCE_INLINE void _glLightVertexDirectional(
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faster_pow((LdotN != 0.0f) * NdotH, MATERIAL.exponent) : 1.0f;
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faster_pow((LdotN != 0.0f) * NdotH, MATERIAL.exponent) : 1.0f;
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#define _PROCESS_COMPONENT(X) \
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#define _PROCESS_COMPONENT(X) \
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do { \
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final[X] += (LdotN * LIGHTS[lid].diffuseMaterial[X] + LIGHTS[lid].ambientMaterial[X]) \
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final[X] += (LdotN * LIGHTS[lid].diffuseMaterial[X] + LIGHTS[lid].ambientMaterial[X]) \
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+ (FI * LIGHTS[lid].specularMaterial[X]); \
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+ (FI * LIGHTS[lid].specularMaterial[X]); \
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} while(0);
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_PROCESS_COMPONENT(0);
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_PROCESS_COMPONENT(0);
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_PROCESS_COMPONENT(1);
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_PROCESS_COMPONENT(1);
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@ -432,10 +430,8 @@ GL_FORCE_INLINE void _glLightVertexPoint(
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faster_pow((LdotN != 0.0f) * NdotH, MATERIAL.exponent) : 1.0f;
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faster_pow((LdotN != 0.0f) * NdotH, MATERIAL.exponent) : 1.0f;
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#define _PROCESS_COMPONENT(X) \
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#define _PROCESS_COMPONENT(X) \
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do { \
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final[X] += ((LdotN * LIGHTS[lid].diffuseMaterial[X] + LIGHTS[lid].ambientMaterial[X]) \
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final[X] += ((LdotN * LIGHTS[lid].diffuseMaterial[X] + LIGHTS[lid].ambientMaterial[X]) \
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+ (FI * LIGHTS[lid].specularMaterial[X])) * att; \
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+ (FI * LIGHTS[lid].specularMaterial[X])) * att; \
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} while(0); \
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_PROCESS_COMPONENT(0);
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_PROCESS_COMPONENT(0);
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_PROCESS_COMPONENT(1);
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_PROCESS_COMPONENT(1);
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