Fixes spotlight's cluster artifacts and negative light.
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@ -576,8 +576,9 @@ void main() {
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float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
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vec3 spot_dir = spot_lights.data[light_index].direction;
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float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
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highp float cone_angle = spot_lights.data[light_index].cone_angle;
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float scos = max(dot(-normalize(light_rel_vec), spot_dir), cone_angle);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cone_angle));
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attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
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vec3 light = spot_lights.data[light_index].color;
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