Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff

Fix GLES3 light cutoff.
This commit is contained in:
Rémi Verschelde 2019-12-21 23:40:15 +01:00 committed by GitHub
commit e21872f4b9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -1258,7 +1258,12 @@ 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; vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec); float light_length = length(light_rel_vec);
float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; 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); vec3 light_attenuation = vec3(omni_attenuation);
#if !defined(SHADOWS_DISABLED) #if !defined(SHADOWS_DISABLED)
@ -1317,7 +1322,12 @@ 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; vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec); float light_length = length(light_rel_vec);
float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; 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; vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
float spot_cutoff = spot_lights[idx].light_params.y; float spot_cutoff = spot_lights[idx].light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);