void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
{
int i;
- float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen;
+ float lightdir[3], eyedir[3], halfdir[3], lightdirlen, iradius;
iradius = 0.5f / lightradius;
for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
{