Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
Use correct omni light attenuation
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a96c95f1ef
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@ -1260,7 +1260,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
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float omni_attenuation;
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if (normalized_distance < 1.0) {
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omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w);
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omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w);
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} else {
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omni_attenuation = 0.0;
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}
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