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[vulkan] Implement linear falloff
It's possibly too bright, but it might be the lights themselves. Still, it looks better than the no-falloff implementation.
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1 changed files with 3 additions and 3 deletions
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@ -29,12 +29,12 @@ calc_light (LightData light, vec3 position, vec3 normal)
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vec3 incoming = normalize (dist);
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float spotdot = -dot (incoming, light.direction);
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float lightdot = dot (incoming, normal);
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float d = dot (dist, dist);
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float d = sqrt (dot (dist, dist));
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float r = light.radius;
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float intensity = light.intensity * step (d, r * r);
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float intensity = light.intensity * step (d, r);
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intensity *= step (spotdot, light.cone) * clamp (lightdot, 0, 1);
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return light.color * intensity;
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return light.color * intensity * (r - d);
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}
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void
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