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@ -462,14 +462,15 @@ void main() {
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/* Attenuation. Directional lights have the .w component set to 0, use |
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that to make the distance zero -- which will then ensure the |
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attenuation is always 1.0 */ |
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highp float dist = length(lightDirection.xyz)*lightDirection.w; |
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highp const float len = length(lightDirection.xyz); |
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highp const float dist = len*lightDirection.w; |
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/* If range is 0 for whatever reason, clamp it to a small value to |
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avoid a NaN when dist is 0 as well (which is the case for |
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directional lights). */ |
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highp float attenuation = clamp(1.0 - pow(dist/max(lightRange, 0.0001), 4.0), 0.0, 1.0); |
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attenuation = attenuation*attenuation/(1.0 + dist*dist); |
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highp vec3 normalizedLightDirection = normalize(lightDirection.xyz); |
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highp vec3 normalizedLightDirection = lightDirection.xyz/len; |
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection))*attenuation; |
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fragmentColor.rgb += finalDiffuseColor.rgb*lightColor*intensity; |
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