DirectionalLight now correctly getting directions
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@@ -88,7 +88,7 @@ LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightCol
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -direction );
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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@@ -29,6 +29,6 @@ void main()
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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Output.DiffuseColor = DiffuseVertexColor;
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}
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