Hi, I almost completed a long time project where Source engine allows two world 
dimensions to coexist, each one having its own fog, dynamic shadow direction 
and light_environment (custom vrad_dll), among other features. The problem 
resides in dynamic lighting, Source uses two nearest lights and ambient cube to 
render each model. When one of those lights is the sun, the vertexlitgeneric 
shader picks the first light entity available. That means the models from one 
of my world dimensions always get sunlight from the other dimension's sun.

I'm a complete shader novice so I'm not sure about my findings. It looks like 
the "combo light" (Valve's term) is created using 
"pShaderAPI->GetDX9LightState", and ShaderAPI isn't accessible through SDK. So 
is this a dead end or is there a way around to get the proper env light?
Thanks.

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