Fixing lights and shadows
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@@ -28,6 +28,11 @@ namespace ZL
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Eigen::Vector3f color; // RGB, values > 1.0 increase intensity
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bool autoLight = false; // if true, only activates when nearest light to player
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float autoLightDistance = -1.0f; // max distance for autoLight activation; <=0 means unlimited
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// Rectangular limits — keep light confined to a room-sized AABB centred on the light
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float limitX = 99999.f; // shader fragment limit: half-width in world X
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float limitY = 99999.f; // shader fragment limit: half-width in world Z
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float autoLightLimitX = -1.0f; // activation rect half-width X; <0 = use legacy nearest-light logic
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float autoLightLimitY = -1.0f; // activation rect half-width Z
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};
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struct TriggerZone
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