diff options
author | Bruno Lourenço <madequa@users.noreply.github.com> | 2019-12-21 20:52:54 +0000 |
---|---|---|
committer | Bruno Lourenço <madequa@users.noreply.github.com> | 2019-12-21 20:52:54 +0000 |
commit | d47374385c0f21c3e76adb75c2954eb8da8178e1 (patch) | |
tree | 11f2e690a138b4af4111a5883da083c53f52f1b3 /drivers/gles3/shaders/scene.glsl | |
parent | a10449bbbc1c04f3ca151e067974717145a396d7 (diff) |
Fix GLES3 light cutoff.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 549a36817e..9312fffec6 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1254,7 +1254,12 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex; float light_length = length(light_rel_vec); float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; - float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w); + float omni_attenuation; + if (normalized_distance < 1.0) { + omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w); + } else { + omni_attenuation = 0.0; + } vec3 light_attenuation = vec3(omni_attenuation); #if !defined(SHADOWS_DISABLED) @@ -1313,7 +1318,12 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex; float light_length = length(light_rel_vec); float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; - float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w); + float spot_attenuation; + if (normalized_distance < 1.0) { + spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w); + } else { + spot_attenuation = 0.0; + } vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; float spot_cutoff = spot_lights[idx].light_params.y; float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); |