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- fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
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1 changed files with 2 additions and 2 deletions
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@ -111,10 +111,10 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
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{
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{
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shadowIndex = light->mShadowmapIndex + 1.0f;
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shadowIndex = light->mShadowmapIndex + 1.0f;
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// Store attenuate flag in the sign bit of the float.
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if (light->IsAttenuated() || forceAttenuate) shadowIndex = -shadowIndex;
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}
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}
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else shadowIndex = 1025.f;
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else shadowIndex = 1025.f;
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// Store attenuate flag in the sign bit of the float.
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if (light->IsAttenuated() || forceAttenuate) shadowIndex = -shadowIndex;
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float lightType = 0.0f;
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float lightType = 0.0f;
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float spotInnerAngle = 0.0f;
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float spotInnerAngle = 0.0f;
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