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Update vectorLightP.glsl
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@ -202,7 +202,7 @@ void main()
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float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
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vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
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vec4 addToResult = lightAmbient;
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vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) );
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// TODO: This needs to be removed when lightmapping is disabled
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// as its extra work per-pixel on dynamic lit scenes.
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