Bigger light extend wrt energy.
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@ -16,7 +16,7 @@ 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 = 50 * Energy;
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float r = 500 * 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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