PBR Factored
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@@ -4,11 +4,17 @@
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struct HydraLightComponent
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{
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glm::vec4 light_colour;
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float light_intensity;
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glm::vec4 ambient = {0.0f, 0.0f, 0.0f, 0.0f};
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glm::vec4 diffuse = {1.0f, 1.0f, 1.0f, 1.0f};
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glm::vec4 specular = {1.0f, 1.0f, 1.0f, 1.0f};
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float intensity = 1.0f;
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float constant = 1.0f;
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float linear = 0.7;
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float quadratic = 1.8;
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float falloff = 1.5;
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float falloff_smooth = 0.0f;
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HydraID entity_id;
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uint32_t light_type;
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float padding[1];
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};
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#endif /* HYDRAECSLIGHTCOMPONENT */
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