"void main()\n"
"{\n"
" float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
-" float c = -cos(w*0.2);\n"
-" float s = -sin(w*0.2);\n"
+" float c = -cos(w*0.6);\n"
+" float s = -sin(w*0.6);\n"
" float r = 0.2;\n"
"\n"
" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"