light: bounce: only scale by sending surface normal, not receiving.. seems to look better
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@ -1026,7 +1026,8 @@ void GetIndirectLighting (const bsp2_t *bsp, const bsp2_dface_t *face, const vec
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}
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const vec_t dist2 = (dist * dist);
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const vec_t scale = dp1 * dp2 * (1.0/dist2) * bouncescale;
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const vec_t scale = dp1 /* * dp2 */ * (1.0/dist2) * bouncescale;
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// dp2 makes things too angle-dependent
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// no occlusion
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VectorMA(colorout, scale, color, colorout);
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