mirror of
https://github.com/overte-org/overte.git
synced 2025-04-15 08:48:43 +02:00
Tweaked light attenuation formula some more.
Keeping the ulightvec parameter for now - I want to revisit this later.
This commit is contained in:
parent
9e9f95059f
commit
180f4ba4f5
1 changed files with 3 additions and 1 deletions
|
@ -106,9 +106,11 @@ float evalLightAttenuation(Light l, float d, vec3 ulightvec) {
|
|||
float denom = d / radius + 1.0;
|
||||
float attenuation = 1.0 / (denom * denom);
|
||||
|
||||
float cutoff = getLightCutoffRadius(l);
|
||||
|
||||
// "Fade" the edges of light sources to make things look a bit more attractive.
|
||||
// Note: this tends to look a bit odd at lower exponents.
|
||||
attenuation *= clamp(0, 1, mix(0, 1, getLightCutoffSquareRadius(l) - dot(ulightvec, ulightvec)));
|
||||
attenuation *= min(1, max(0, -(d - cutoff)));
|
||||
|
||||
return attenuation;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue