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Change the dynamic light cuttoff from 64 to 52.
64 was the cutoff used by GL1. Testing showed that 52 is better suited for GL3. Good levels to test this can be found in the Mines unit.
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@ -483,7 +483,7 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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float distLightToPos = length(lightToPos);
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float distLightToPos = length(lightToPos);
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float fact = max(0, intens - distLightToPos - 64); // FIXME: really -64 for DLIGHT_CUTOFF?
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float fact = max(0, intens - distLightToPos - 52);
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// also factor in angle between light and point on surface
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// also factor in angle between light and point on surface
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fact *= max(0, dot(passNormal, lightToPos/distLightToPos));
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fact *= max(0, dot(passNormal, lightToPos/distLightToPos));
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