Tweak light extend.
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@ -46,6 +46,9 @@ void main()
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vec3 light_col = col.xyz;
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float d = distance(light_pos, xpos.xyz);
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float att = energy * 200. / (1. + 33. * d + 33. * d * d);
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float max_d = 20. * energy;
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att *= (max_d - d) / max_d;
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if (att <= 0.) discard;
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// Light Direction
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vec3 L = -normalize(xpos.xyz - light_pos);
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@ -29,7 +29,7 @@ const float zNear = 1.;
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void main(void)
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{
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// Beyond that value, light is too attenuated
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float r = 100 * Energy;
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float r = 30 * Energy;
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center = Position;
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energy = Energy;
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vec4 Center = ViewMatrix * vec4(Position, 1.);
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