ATOM-16024 Point light shadows now affect specular like they should.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
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@@ -116,7 +116,7 @@ void ApplyPointLight(ViewSrg::PointLight light, Surface surface, inout LightingD
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float sphereIntensityNormalization = GetIntensityAdjustedByRadiusAndRoughness(surface.roughnessA, light.m_bulbRadius, d2);
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// Specular contribution
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lightingData.specularLighting += sphereIntensityNormalization * GetSpecularLighting(surface, lightingData, lightIntensity, normalize(posToLight));
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lightingData.specularLighting += sphereIntensityNormalization * GetSpecularLighting(surface, lightingData, lightIntensity, normalize(posToLight)) * litRatio;
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}
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}
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