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The default light is a directional one, so we must initialize its position (which, according to the standard, is (0, 0, 1)) following the same algorithm we apply when glLightfv() is called for directional lights: we multiply its position by 100000. The reason why we do this is that GX does not support ideal directional lights, so we simulate them by placing the light very far away and disabling the distance attenuation. Also, the light direction parameter was not set on the GX light, so we fix that too.
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