diff --git a/libraries/model/src/model/Light.slh b/libraries/model/src/model/Light.slh index 6211505090..46eb352d16 100644 --- a/libraries/model/src/model/Light.slh +++ b/libraries/model/src/model/Light.slh @@ -98,6 +98,9 @@ float getLightShowContour(Light l) { return l._control.w; } +// Light is the light source its self, d is the light's distance, and ulightvec is the unnormalized light vector. +// Note that ulightvec should be calculated as light position - fragment position. +// Additionally, length(light position) != dot(light position, light position). float evalLightAttenuation(Light l, float d, vec3 ulightvec) { float radius = getLightRadius(l); float denom = d / radius + 1.0;