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[client] Add a comment on light attenuation
Saves me having to look in the shader every time.
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@ -216,6 +216,12 @@ parse_light (light_t *light, int *style, const plitem_t *entity,
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}
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}
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}
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}
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// The light's intensity is calculated as
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// I = (1 - a.w * r.y) / dot (a, r)
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// where a is attenuation and r = vec4 (d*d, d, 1, 0)
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// thus giving linear falloff for a = vec4 (0, 0, 1, 1/maxdist)
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// and 1/(A*d*d + B*d + C) for a = vec4 (A, B, C, 0)
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// Other factors contribute to the final intensity (cone angle etc)
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vec4f_t attenuation = { // inverse square
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vec4f_t attenuation = { // inverse square
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1, 0, 0,
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1, 0, 0,
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0,
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0,
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