]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Add attenuation calculations and related export code for point lights
[libs/gl.git] / shaderlib / common.glsl
index 4d6112d9f2b37a58127f6a5330837b5b55973217..33fefe8806deb4ddfa7240c5394f1778f082d1c1 100644 (file)
@@ -90,7 +90,8 @@ virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
        vec4 light_pos = light_sources[index].position;
        vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
        float d = length(rel_pos);
-       return IncomingLight(rel_pos/d, light_sources[index].color);
+       float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
+       return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
 }
 
 virtual vec3 get_environment_sample(vec3 direction, float roughness)