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This function is called in clipping, before the pespective divide, and is not used in later rasterization. Thus it doesn't need perspective correction.
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hwtested. Current implementation is the correct behavior
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shader and fragment shader
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SwRasterizer/Lighting: implement geometric factor
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SwRasterizer/Lighting: implement spot light
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implicit tuple constructor is a c++17 thing, which is not supported by some not-so-old libraries. Play safe for now
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Implement fragment lighting in the sw renderer (take 2)
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gl_rasterizer: use texture buffer for proctex LUT
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gl_rasterizer_cache: fix using_depth_fb
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merging similar pattern. Also makes the code more similar to the gl one
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the per-light loop body.
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ComputeFragmentsColors function.
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ComputeFragmentsColors.
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being set to the dist atten scale.
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into the per-light loop.
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this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
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Fragment lighting: implement geometric factor
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