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don't clamp after spot light code, looks much closer to h/w
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@ -103,6 +103,8 @@ static const char *fragmentShaderBasic =
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// Total light intensity: sum of all components
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"lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse
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"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
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"vec2 ellipse;\n"
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"float insideSpot;\n"
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@ -114,8 +116,7 @@ static const char *fragmentShaderBasic =
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"lightIntensity.rgb += (1.0 - insideSpot)*spotColor;\n"
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"}\n"
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"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
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"finalData.rgb *= lightIntensity;\n"
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"if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
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