fix(lighting): #143 — dynamic lights use retail's D3D 1/d attenuation (portal + viewer spread)
The portal swirl's magenta light (and the viewer fill) read as a tight, concentrated pool vs retail's soft, room-wide tint. Cause: acdream applied its STATIC dat-bake falloff (1/d^3 distance-cube + range x1.3) to ALL point lights, including dynamic ones. Retail draws dynamic lights through the D3D hardware path (config_hardware_light 0x0059ad30): a point light gets Attenuation1=1 => att = 1/d (inverse-linear), plain Lambert, range x1.5 (rangeAdjust 0x00820cc4). Split the two paths by a per-light IsDynamic flag: - LightSource.IsDynamic; packed into GlobalLight.coneAngleEtc.y (binding=4). - LightInfoLoader.Load(isDynamic) => range x1.5 + flag (server-object/portal lights via the live spawn path); dat-static lights keep x1.3 (default). - Viewer fill + weenie/portal lights = dynamic; dat torches = static. - mesh_modern.vert pointContribution: dynamic branch = 1/d att, plain Lambert, hard cutoff, no per-light cap (D3D accumulates then saturates via the existing min(pointAcc,1)); static branch = the unchanged wrap/norm bake. This is the portal half of #143 (the magenta light itself now registers + reaches the walls via the prior weenie-light + landblock-key fix). Refines AP-35: point lights now split static-bake (1/d^3) vs dynamic-hardware (1/d) by path. Verified: portal light now range=9 (6x1.5), magenta spreads softly; shader compiles clean; static torches unchanged (range 5.2/6.5/7.8). User-confirmed the portal matches retail and the torch-lit interior did not over-brighten. Core lighting 44/44, App 476 green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6 changed files with 41 additions and 17 deletions
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@ -3283,7 +3283,8 @@ public sealed class GameWindow : IDisposable
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liteSetup,
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liteSetup,
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ownerId: entity.Id,
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ownerId: entity.Id,
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entityPosition: entity.Position,
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entityPosition: entity.Position,
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entityRotation: entity.Rotation);
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entityRotation: entity.Rotation,
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isDynamic: true); // #143: server-object lights take the D3D dynamic path (1/d att, range×1.5)
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foreach (var ls in loaded)
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foreach (var ls in loaded)
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_lightingSink.RegisterOwnedLight(ls);
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_lightingSink.RegisterOwnedLight(ls);
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}
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}
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@ -165,8 +165,29 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
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vec3 toL = L.posAndKind.xyz - worldPos; // D (un-normalised)
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vec3 toL = L.posAndKind.xyz - worldPos; // D (un-normalised)
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float distsq = dot(toL, toL);
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float distsq = dot(toL, toL);
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float d = sqrt(distsq);
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float d = sqrt(distsq);
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float range = L.dirAndRange.w; // falloff_eff = Falloff × 1.3
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float range = L.dirAndRange.w; // falloff_eff = Falloff × 1.3 (static) / × 1.5 (dynamic)
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if (d >= range || range <= 1e-4) return vec3(0.0);
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if (d >= range || range <= 1e-4) return vec3(0.0);
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float intensity = L.colorAndIntensity.w;
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vec3 baseCol = L.colorAndIntensity.xyz;
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// #143: DYNAMIC lights (viewer fill, portal, server-object lights — flagged by
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// coneAngleEtc.y==1 from GlobalLightPacker) use retail's D3D hardware attenuation
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// (config_hardware_light 0x0059ad30): a POINT light is given Attenuation1=1 ⇒
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// att = 1/d (inverse-LINEAR), plain Lambert N·L, hard range cutoff. That spreads
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// softly across the room (the portal tint, the viewer fill) instead of the static
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// bake's 1/d³ distance-cube, which makes a tight concentrated pool. No per-light
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// cap — D3D accumulates then saturates, which accumulateLights does via min(pointAcc,1).
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if (L.coneAngleEtc.y > 0.5) {
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vec3 Ldir = toL / max(d, 1e-4);
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float ndl = max(0.0, dot(N, Ldir));
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if (ndl <= 0.0) return vec3(0.0);
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if (kind == 2) { // dynamic spot: hard cos-cone gate
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if (dot(-Ldir, L.dirAndRange.xyz) <= cos(L.coneAngleEtc.x * 0.5)) return vec3(0.0);
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}
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return (intensity * ndl / max(d, 1e-3)) * baseCol; // att = 1/d
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}
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// ── STATIC dat-baked lights: retail's per-vertex bake (calc_point_light 0x0059c8b0) ──
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// A7 Fix D D-3: angular term by lighting path. ENVCELL bake (mode 1) keeps the
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// A7 Fix D D-3: angular term by lighting path. ENVCELL bake (mode 1) keeps the
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// half-Lambert wrap (lights surfaces angled away, retail calc_point_light); OBJECT
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// half-Lambert wrap (lights surfaces angled away, retail calc_point_light); OBJECT
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// mode (0) uses plain Lambert max(0,N·L) so a torch BEHIND a character contributes
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// mode (0) uses plain Lambert max(0,N·L) so a torch BEHIND a character contributes
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@ -178,7 +199,6 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
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// NORM branch (distance-cube): >1 m → distsq·d ≈ inverse-square soft far halo;
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// NORM branch (distance-cube): >1 m → distsq·d ≈ inverse-square soft far halo;
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// <1 m → just d (dodge the near singularity). "Punchy near, soft far."
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// <1 m → just d (dodge the near singularity). "Punchy near, soft far."
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float norm = (distsq > 1.0) ? (distsq * d) : d;
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float norm = (distsq > 1.0) ? (distsq * d) : d;
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float intensity = L.colorAndIntensity.w;
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float scale = (1.0 - d / range) * intensity * (angular / norm);
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float scale = (1.0 - d / range) * intensity * (angular / norm);
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if (kind == 2) {
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if (kind == 2) {
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// Spotlight: hard-edged cos-cone gate layered on the point ramp.
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// Spotlight: hard-edged cos-cone gate layered on the point ramp.
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@ -189,7 +209,6 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
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}
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}
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// Per-channel no-blowout cap to the light's OWN colour (un-intensity-scaled):
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// Per-channel no-blowout cap to the light's OWN colour (un-intensity-scaled):
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// a single light can't push a channel past its colour. Summed lit clamped in frag.
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// a single light can't push a channel past its colour. Summed lit clamped in frag.
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vec3 baseCol = L.colorAndIntensity.xyz;
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return min(scale * baseCol, baseCol);
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return min(scale * baseCol, baseCol);
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}
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}
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@ -47,8 +47,9 @@ public static class GlobalLightPacker
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buffer[o + 9] = L.ColorLinear.Y;
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buffer[o + 9] = L.ColorLinear.Y;
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buffer[o + 10] = L.ColorLinear.Z;
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buffer[o + 10] = L.ColorLinear.Z;
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buffer[o + 11] = L.Intensity;
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buffer[o + 11] = L.Intensity;
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// coneAngleEtc (x cone radians; yzw reserved)
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// coneAngleEtc (x cone radians; y = #143 dynamic flag; zw reserved)
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buffer[o + 12] = L.ConeAngle;
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buffer[o + 12] = L.ConeAngle;
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buffer[o + 13] = L.IsDynamic ? 1f : 0f; // shader: 1/d D3D attenuation vs static 1/d³
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}
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}
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return n;
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return n;
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}
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}
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@ -36,7 +36,8 @@ public static class LightInfoLoader
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Setup setup,
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Setup setup,
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uint ownerId,
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uint ownerId,
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Vector3 entityPosition,
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Vector3 entityPosition,
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Quaternion entityRotation)
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Quaternion entityRotation,
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bool isDynamic = false)
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{
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{
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var results = new List<LightSource>();
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var results = new List<LightSource>();
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if (setup?.Lights is null || setup.Lights.Count == 0) return results;
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if (setup?.Lights is null || setup.Lights.Count == 0) return results;
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@ -79,18 +80,17 @@ public static class LightInfoLoader
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(info.Color?.Green ?? 255) / 255f,
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(info.Color?.Green ?? 255) / 255f,
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(info.Color?.Blue ?? 255) / 255f),
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(info.Color?.Blue ?? 255) / 255f),
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Intensity = info.Intensity,
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Intensity = info.Intensity,
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// falloff_eff for the per-vertex point-light burn-in (calc_point_light
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// Range factor by light path (#143). STATIC dat-baked lights use
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// 0x0059c8b0) is Falloff * static_light_factor, where static_light_factor
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// static_light_factor 1.3 (calc_point_light 0x0059c8b0 bake — the path
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// is the fixed global 1.3 (0x00820e24). That is the path that lights
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// that lights dungeon/house WALLS, #133 A7) and the shader's 1/d³ ramp.
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// STATIC walls — what the dungeon/house "spotlight" report (#133 A7) is
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// DYNAMIC lights (server-object/portal lights registered from the live
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// about — so we match it, not the D3D-dynamic config_hardware_light
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// spawn path with isDynamic:true) use config_hardware_light's rangeAdjust
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// rangeAdjust (1.5, a different path for moving objects). The shader ramp
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// 1.5 (0x00820cc4) and the shader's D3D 1/d attenuation — softer, broader.
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// (1 - dist/Range) fades to exactly 0 at this Range, eliminating the hard
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Range = info.Falloff * (isDynamic ? 1.5f : 1.3f),
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// disc edge that read as a spotlight.
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Range = info.Falloff * 1.3f,
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ConeAngle = info.ConeAngle,
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ConeAngle = info.ConeAngle,
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OwnerId = ownerId,
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OwnerId = ownerId,
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IsLit = true,
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IsLit = true,
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IsDynamic = isDynamic,
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};
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};
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results.Add(light);
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results.Add(light);
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}
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}
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@ -260,6 +260,7 @@ public sealed class LightManager
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Range = ViewerLightFalloff * 1.5f, // dynamic rangeAdjust 1.5
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Range = ViewerLightFalloff * 1.5f, // dynamic rangeAdjust 1.5
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OwnerId = ViewerLightOwnerId,
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OwnerId = ViewerLightOwnerId,
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IsLit = true,
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IsLit = true,
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IsDynamic = true, // #143: D3D 1/d attenuation (soft fill, not 1/d³)
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};
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};
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_all.Add(_viewerLight);
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_all.Add(_viewerLight);
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}
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}
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@ -47,6 +47,8 @@ public sealed class LightSource
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public float ConeAngle = 0f; // radians, Spot only
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public float ConeAngle = 0f; // radians, Spot only
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public uint OwnerId; // attached entity id; 0 = world-global
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public uint OwnerId; // attached entity id; 0 = world-global
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public bool IsLit = true; // SetLightHook latch
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public bool IsLit = true; // SetLightHook latch
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public bool IsDynamic; // #143: true = D3D hardware path (1/d att, range×1.5);
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// false = static dat-baked bake (1/d³, range×1.3)
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// Cached each frame by LightManager.
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// Cached each frame by LightManager.
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public float DistSq;
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public float DistSq;
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