diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/giprobe.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/giprobe.glsl | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl index ea4237a45e..4f4753d147 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl @@ -208,6 +208,15 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) { return occlusion; //max(0.0,distance); } +float get_omni_attenuation(float distance, float inv_range, float decay) { + float nd = distance * inv_range; + nd *= nd; + nd *= nd; // nd^4 + nd = max(1.0 - nd, 0.0); + nd *= nd; // nd^2 + return nd * pow(max(distance, 0.0001), -decay); +} + bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) { if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) { light_pos = pos - lights.data[light].direction * length(vec3(params.limits)); @@ -220,7 +229,7 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 return false; } - attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation); + attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation); if (lights.data[light].type == LIGHT_TYPE_SPOT) { vec3 rel = normalize(pos - light_pos); |