message: fix spotlight attenuation
  Spotlight attenuation was computed only when shadowing was enabled.
diff: @@ -154,17 +154,19 @@ Light getLight(const uint lightIndex) {
  light.worldPosition = positionFalloff.xyz;
  light.channels = channels;
  light.contactShadows = bool(typeShadow & 0x10u);
  -#if defined(VARIANT_HAS_SHADOWING)
  #if defined(VARIANT_HAS_DYNAMIC_LIGHTING)
  + light.type = (typeShadow & 0x1u);
  +#if defined(VARIANT_HAS_SHADOWING)
  light.shadowIndex = (typeShadow >> 8u) & 0xFFu;
  light.shadowLayer = (typeShadow >> 16u) & 0xFFu;
  light.castsShadows = bool(channels & 0x10000u);
  - light.type = (typeShadow & 0x1u);
  if (light.type == LIGHT_TYPE_SPOT) {
  - light.attenuation *= getAngleAttenuation(-direction, light.l, scaleOffset);
  light.zLight = dot(shadowUniforms.shadows[light.shadowIndex].lightFromWorldZ, vec4(worldPosition, 1.0));
  }
  #endif
  + if (light.type == LIGHT_TYPE_SPOT) {
  + light.attenuation *= getAngleAttenuation(-direction, light.l, scaleOffset);
  + }
  #endif
  return light;
  }
  