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Fix light range in voxel GI
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@@ -86,7 +86,7 @@ layout(push_constant, std430) uniform Params {
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uint cell_offset;
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uint cell_count;
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float aniso_strength;
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uint pad;
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float cell_size;
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}
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params;
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@@ -126,7 +126,8 @@ layout(push_constant, std430) uniform Params {
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float dynamic_range;
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bool on_mipmap;
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float propagation;
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float pad[3];
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float cell_size;
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float pad[2];
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}
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params;
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@@ -209,7 +210,10 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
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return false;
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}
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attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
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attenuation = get_omni_attenuation(
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distance * params.cell_size,
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1.0 / (lights.data[light].radius * params.cell_size),
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lights.data[light].attenuation);
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if (lights.data[light].type == LIGHT_TYPE_SPOT) {
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vec3 rel = normalize(pos - light_pos);
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