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Fixed light falloff exponents
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f22826ea94
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@ -114,7 +114,7 @@ PS_OUTPUT main(VS_Output input)
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if (ldist <= 0) discard;
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float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
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float3 lcol = rgbi.rgb * rgbi.a * 5.0f;
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float3 lcol = rgbi.rgb * rgbi.a * 10.0f;
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float3 ldir = srpos / ldist;
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float pclit = saturate(dot(ldir, norm));
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@ -122,7 +122,7 @@ PS_OUTPUT main(VS_Output input)
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if (LightType == 1)//point (sphere)
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{
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lamt *= saturate(1 - (ldist / lodlight.Falloff));
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
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}
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else if (LightType == 2)//spot (cone)
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{
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@ -131,11 +131,11 @@ PS_OUTPUT main(VS_Output input)
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float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
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if (ang > oang) discard;
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lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
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lamt *= saturate(1 - (ldist / lodlight.Falloff));
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
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}
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else if (LightType == 4)//capsule
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{
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lamt *= saturate(1 - (ldist / lodlight.Falloff)); //TODO! proper capsule lighting... (use point-line dist!)
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
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}
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pclit *= lamt;
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@ -1420,7 +1420,7 @@ namespace CodeWalker.Rendering
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light.TangentX = new Vector4(Vector3.Normalize(light.Direction.GetPerpVec()), 0.0f);
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light.TangentY = new Vector4(Vector3.Cross(light.Direction, light.TangentX.XYZ()), 0.0f);
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light.Falloff = ll.falloff[i];
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light.FalloffExponent = ll.falloffExponent[i];
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light.FalloffExponent = Math.Max(ll.falloffExponent[i]*0.01f, 0.5f);//is this right?
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light.InnerAngle = ll.coneInnerAngle[i];
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light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i];
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var type = (LightType)((light.TimeAndStateFlags >> 26) & 7);
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