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0024345: TKOpenGl - GLSL compatibility issues on NV40 (GeForce 6xxx/7xxx)
Iterate through maximum light sources in Fragment shader instead of active lights
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@@ -97,7 +97,7 @@ vec4 computeLighting (in vec3 theNormal,
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Diffuse = vec3 (0.0);
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Specular = vec3 (0.0);
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vec3 aPoint = thePoint.xyz / thePoint.w;
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for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)
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for (int anIndex = 0; anIndex < THE_MAX_LIGHTS; ++anIndex)
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{
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int aType = occLight_Type (anIndex);
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if (aType == OccLightType_Direct)
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