Change the dynamic light cuttoff from 64 to 52.

64 was the cutoff used by GL1. Testing showed that 52 is better suited
for GL3. Good levels to test this can be found in the Mines unit.
This commit is contained in:
Yamagi Burmeister 2017-04-10 19:09:24 +02:00 committed by Daniel Gibson
parent 0314eafdaa
commit 8316dfe3d9

View file

@ -483,7 +483,7 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
float distLightToPos = length(lightToPos);
float fact = max(0, intens - distLightToPos - 64); // FIXME: really -64 for DLIGHT_CUTOFF?
float fact = max(0, intens - distLightToPos - 52);
// also factor in angle between light and point on surface
fact *= max(0, dot(passNormal, lightToPos/distLightToPos));