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- fixed precision issue with dot product.
Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
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@ -12,7 +12,7 @@ vec3 lightContribution(int i, vec3 normal)
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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float dotprod = dot(normal, lightdir);
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float dotprod = dot(normal, lightdir);
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if (dotprod < 0.0) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases.
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if (dotprod < -0.0001) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases. Note that this can cause precision issues.
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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