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Make sure HLSL shadow light loop starts at 1
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@@ -94,7 +94,7 @@ static const char* LightingShadowHLSL =
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" ret += lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz)) *\n"
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" ret += lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz)) *\n"
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" extTex0.Sample(clampSamp, vtf.extTcgs[0]).r;\n"
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" extTex0.Sample(clampSamp, vtf.extTcgs[0]).r;\n"
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" \n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" {\n"
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" float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float dist = length(delta);\n"
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2
amuse
2
amuse
Submodule amuse updated: 4b2b86f420...fdf07d6c33
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