Fix directional lights
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@ -401,6 +401,7 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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vertex->bgra[B8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
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vertex->bgra[B8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
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vertex->bgra[A8IDX] = (uint8_t)(_MIN(MATERIAL.diffuse[3] * 255.0f, 255.0f));
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vertex->bgra[A8IDX] = (uint8_t)(_MIN(MATERIAL.diffuse[3] * 255.0f, 255.0f));
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/* Direction to vertex in eye space */
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float Vx = -data->xyz[0];
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float Vx = -data->xyz[0];
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float Vy = -data->xyz[1];
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float Vy = -data->xyz[1];
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float Vz = -data->xyz[2];
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float Vz = -data->xyz[2];
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@ -417,9 +418,10 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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float Lx = -LIGHTS[i].position[0];
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float Lx = -LIGHTS[i].position[0];
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float Ly = -LIGHTS[i].position[1];
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float Ly = -LIGHTS[i].position[1];
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float Lz = -LIGHTS[i].position[2];
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float Lz = -LIGHTS[i].position[2];
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float Hx = (Lx + Vx);
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float Hy = (Ly + Vy);
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float Hx = (Lx + 0);
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float Hz = (Lz + Vz);
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float Hy = (Ly + 0);
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float Hz = (Lz + 1);
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vec3f_normalize(Lx, Ly, Lz);
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vec3f_normalize(Lx, Ly, Lz);
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vec3f_normalize(Hx, Hy, Hz);
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vec3f_normalize(Hx, Hy, Hz);
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