forked from bartvdbraak/blender
Fix for #1618
Only shadow material + spotlamp-ray-shadow didn't clip for the spotbundle correctly.
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@ -1939,7 +1939,17 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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float shad[4];
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/* single sided? */
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if( vlr->n[0]*lv[0] + vlr->n[1]*lv[1] + vlr->n[2]*lv[2] > -0.01) {
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inpr= vlr->n[0]*lv[0] + vlr->n[1]*lv[1] + vlr->n[2]*lv[2];
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if(lar->type==LA_SPOT) {
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float dot;
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Normalise(lv);
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dot= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
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if(dot<lar->spotsi) inpr= -1.0;
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}
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/* single sided? */
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if( inpr > -0.01) {
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ray_shadow(shi, lar, shad);
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shadfac[3]+= shad[3];
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ir+= 1.0;
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