light_delta = normalize( light_delta );
float quadratic = dist2*100.0;
- float attenuation = 1.0f/( 1.0f + quadratic );
+ float attenuation = 1.0/( 1.0 + quadratic );
attenuation *= max( dot( light_delta, normal ), 0.0 );
float falloff = max( 0.0, 1.0-(dist2*light_co.w) );