From c9fe11dec1c72f4c12c8a5ae848dbf2bb5930c46 Mon Sep 17 00:00:00 2001 From: Winston <44872771+winston-yallow@users.noreply.github.com> Date: Sun, 29 Dec 2019 17:22:34 +0100 Subject: [PATCH] Use correct omni light attenuation fixes godotengine/godot#34683 --- drivers/gles3/shaders/scene.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 63b29385518..a330dbef77e 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1260,7 +1260,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; float omni_attenuation; if (normalized_distance < 1.0) { - omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w); + omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w); } else { omni_attenuation = 0.0; }