Math/Sphere: Fix SquaredDistance weirdness..
Fixes light selection
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@ -485,7 +485,7 @@ namespace Nz
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template<typename T>
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T Sphere<T>::SquaredDistance(const Vector3<T>& point) const
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{
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return Vector3f::SquaredDistance(point, GetPosition() + (point - GetPosition()).Normalize() * radius);
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return Vector3f::SquaredDistance(GetPosition(), point) - radius * radius;
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}
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/*!
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