Fallow and name fix
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@@ -73,7 +73,7 @@ struct LightResult {
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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return 1.0 - smoothstep(radius * falloff, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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