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Changed MSVC std::sqrtf call to simple std::sqrt - causes compile failure on mingw toolchain, as no such fucntion is present.
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@@ -224,7 +224,7 @@ int main()
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
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// then calculate radius of light volume/sphere
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const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
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float radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
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float radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius);
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}
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shaderLightingPass.setVec3("viewPos", camera.Position);
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