Lights now use the absolute position instead of it's local position.
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@@ -132,7 +132,7 @@ void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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float falloff = (double)pointlightC["Falloff"];
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PointLightJob job;
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job.Position = transformC["Position"];
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job.Position = glm::vec4(AbsolutePosition(world, transformC.EntityID), 1.f);
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job.Color = color;
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job.Radius = radius;
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job.Intensity = intensity;
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