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hakanaishadercommonsexamples's Issues

Attenuation and ShadeSHPerPixel in fragment shader.

It's more optimal to be computing ShadeSHPerPixel in the fragment shader and doing Shade4PointLights and ShadeSHPerVertex in the vertex shader.

Also when calculating gi.light the specular should probably be 0.0 or it gets this glowy halo effect.

Here is what the current lighting does when there's a point light nearby.
image

Here is what it should do.
image

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