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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-12-30 16:11:58 +0100 |
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committer | GitHub <noreply@github.com> | 2019-12-30 16:11:58 +0100 |
commit | a96c95f1efb0928fadf79eb4790ca3b62597aa41 (patch) | |
tree | 94db5796f45d13536ee7fe29082224c99677fe77 /drivers/gles3/shaders/scene.glsl | |
parent | 2691a8ec711c71f9aaebe45d1b695b2468935088 (diff) | |
parent | c9fe11dec1c72f4c12c8a5ae848dbf2bb5930c46 (diff) |
Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
Use correct omni light attenuation
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 63b2938551..a330dbef77 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1260,7 +1260,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; float omni_attenuation; if (normalized_distance < 1.0) { - omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w); + omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w); } else { omni_attenuation = 0.0; } |