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Fix silly light direction math bug (probably no effect mostly).
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@ -401,7 +401,7 @@ void LinkedShader::updateUniforms() {
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len = 1.0f;
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else
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len = 1.0f / len;
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float vec[3] = { x / len, y / len, z / len };
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float vec[3] = { x * len, y * len, z * len };
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if (u_lightpos[i] != -1) glUniform3fv(u_lightpos[i], 1, vec);
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} else {
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if (u_lightpos[i] != -1) glUniform3fv(u_lightpos[i], 1, gstate_c.lightpos[i]);
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