light: fix sunlight + phong shading
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@ -1270,12 +1270,14 @@ LightFace_Sky(const sun_t *sun, const lightsurf_t *lightsurf, lightmap_t *lightm
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surfnorm = lightsurf->normals[0];
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for (i = 0; i < lightsurf->numpoints; i++, sample++, surfpoint += 3, surfnorm += 3) {
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vec_t value;
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if (!TestSky(surfpoint, sun->sunvec, shadowself))
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continue;
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angle = DotProduct(incoming, surfnorm);
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if (angle < 0) angle = 0;
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if (angle < 0)
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continue;
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if (!TestSky(surfpoint, sun->sunvec, shadowself))
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continue;
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angle = (1.0 - sun->anglescale) + sun->anglescale * angle;
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value = angle * sun->sunlight.light;
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if (sun->dirt)
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