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Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com>
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@@ -57,7 +57,7 @@ void main()
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float distance = length(light.position - FragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// ambient *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branche
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// ambient *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branch
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diffuse *= attenuation;
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specular *= attenuation;
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