Switch back to using the light's radius + spacing

This commit is contained in:
Geenz 2016-05-19 20:10:49 -04:00
parent 6ecbdc6b9a
commit a54e8206fa

View file

@ -99,12 +99,14 @@ float getLightShowContour(Light l) {
} }
float evalLightAttenuation(Light l, float d, vec3 ulightvec) { float evalLightAttenuation(Light l, float d, vec3 ulightvec) {
float radius = getLightSquareRadius(l); float radius = getLightRadius(l);
float denom = d / radius + 1.0; float denom = d / radius + 1.0;
float attenuation = 1.0 / (denom * denom); float attenuation = 1.0 / (denom * denom);
// "Fade" the edges of light sources to make things look a bit more attractive. // "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. // Note: this tends to look a bit odd at lower exponents.
attenuation *= clamp(0, 1, mix(0, 1, getLightCutoffSquareRadius(l) - dot(ulightvec, ulightvec))); attenuation *= clamp(0, 1, mix(0, 1, getLightCutoffSquareRadius(l) - dot(ulightvec, ulightvec)));
return attenuation; return attenuation;
} }