Less magic in this world

This commit is contained in:
Sam Gateau 2015-07-09 09:55:25 -07:00
parent 8f4a108441
commit 110b009aa4

View file

@ -478,7 +478,8 @@ void DeferredLightingEffect::render(RenderArgs* args) {
auto eyeLightPos = eyePoint - light->getPosition();
auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
glm::vec4 coneParam(light->getSpotAngleCosSin(), 0.66f * tan(0.5 * light->getSpotAngle()), 1.0f);
const float TANGENT_LENGTH_SCALE = 0.666f;
glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f);
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,