Fix broken lightdata iterator in shaders #366
Merged
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Default shaders now have two brightness check to near-zero value for Directional or Spot Lights. First check is before than all increments of lightdata iterator are done, so each Light with zero intensity brake all next lights in buffer. In this PR I simple remove this early check from shaders. May be it is better to rewrite vsg::ViewDependentState::traverse() to don't add zero-brightness lights to buffer