Added gizmo to Directional&Spotlight lights, also fixed direction calculations for ProceduralSky
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@@ -276,12 +276,9 @@ void main()
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if (true)
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{
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vec3 L = normalize(u_DirectionalLight.Direction);
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vec3 L = normalize(-u_DirectionalLight.Direction);
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float attenuation = 1.0f;
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L = normalize(u_DirectionalLight.Direction);
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if(u_DirectionalLight.Shadow > 0.1f)
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{
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shadow += ShadowCalculation(worldPos, N);
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