Fixed attenuation for lights.
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@@ -16,10 +16,10 @@ out vec4 frag_Normal;
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void main()
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{
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// Diffuse Texture
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frag_Diffuse = texture2D(DiffuseTexture, Input.TextureCoord);
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frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord);
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// G-buffer Position
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frag_Position = vec4(Input.Position.xyz, 0.0);
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frag_Position = vec4(Input.Position.xyz, 1.0);
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// G-buffer Normal
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frag_Normal = vec4(Input.Normal, 0.0);
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