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// Save ALU by applying 'lightData.color' only once. |
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lighting.diffuse *= lightData.color; |
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lighting.specular *= lightData.color; |
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#endif // LIT_DISPLAY_REFERENCE_AREA |
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#ifdef DEBUG_DISPLAY |
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) |
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lighting.diffuse *= PI * lightData.diffuseScale; |
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} |
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#endif |
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#endif // LIT_DISPLAY_REFERENCE_AREA |
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return lighting; |
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} |
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// Save ALU by applying 'lightData.color' only once. |
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lighting.diffuse *= lightData.color; |
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lighting.specular *= lightData.color; |
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#endif // LIT_DISPLAY_REFERENCE_AREA |
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#ifdef DEBUG_DISPLAY |
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) |
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lighting.diffuse *= PI * lightData.diffuseScale; |
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} |
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#endif |
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#endif // LIT_DISPLAY_REFERENCE_AREA |
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return lighting; |
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} |
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