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Clamping must be applied before the spotlight is applied on step 1.0 h/w.
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@ -232,13 +232,13 @@ void main()
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// Total light intensity: sum of all components
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lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y); // diffuse + ambient
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lightIntensity.rgb += spotColor*lobeEffect;
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// Upper clamp is optional, step 1.5+ games will drive brightness beyond 100%
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if(intensityClamp) {
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lightIntensity = min(lightIntensity,1.0);
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}
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lightIntensity.rgb += spotColor*lobeEffect;
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finalData.rgb *= lightIntensity;
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// for now assume fixed shading doesn't work with specular
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