Fix GLES3 light cutoff.
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@ -1254,7 +1254,12 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
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float light_length = length(light_rel_vec);
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float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
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float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.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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} else {
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omni_attenuation = 0.0;
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}
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vec3 light_attenuation = vec3(omni_attenuation);
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#if !defined(SHADOWS_DISABLED)
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@ -1313,7 +1318,12 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
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float light_length = length(light_rel_vec);
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float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
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float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w);
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float spot_attenuation;
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if (normalized_distance < 1.0) {
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spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w);
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} else {
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spot_attenuation = 0.0;
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}
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vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
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float spot_cutoff = spot_lights[idx].light_params.y;
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float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
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