Optimized spot light shader
Former-commit-id: e8e345dc7d02f605b0df80146e9ffe47b10a304d
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@ -231,8 +231,8 @@ namespace
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"float outerAngle = Lights[i].parameters3.y;\n"
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"float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;\n"
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"float lambert = max(dot(normal, lightDir), 0.0);\n"
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"float spot = max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);\n"
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"light += att * lambert * spot * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
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"att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);\n"
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"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
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"\n"
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"if (MaterialShininess > 0.0)\n"
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"{\n"
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@ -246,7 +246,7 @@ namespace
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else
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sourceCode += "light";
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sourceCode += " += att * specular * spot * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
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sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
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"}\n";
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if (glsl140)
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