Merge pull request #120254 from ARandomGal5/pull
Fix for voxelGI global illumination center on AreaLight3Ds being calculated incorrectly
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@@ -362,7 +362,7 @@ bool compute_area_light(uint index, vec3 pos, vec3 normal, inout vec3 light) {
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vec3 area_height_norm = normalize(area_height);
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float a_half_len = a_len / 2.0;
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float b_half_len = b_len / 2.0;
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vec3 light_center = lights.data[index].position + (area_width + area_height) / 2.0;
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vec3 light_center = lights.data[index].position;
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vec3 light_to_vert = vertex - light_center;
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vec3 pos_local_to_light = vec3(dot(light_to_vert, area_width_norm), dot(light_to_vert, area_height_norm), dot(light_to_vert, -area_direction)); // vertex in LIGHT SPACE
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vec3 closest_point_local_to_light = vec3(clamp(pos_local_to_light.x, -a_half_len, a_half_len), clamp(pos_local_to_light.y, -b_half_len, b_half_len), 0); // LIGHT SPACE
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