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7 lines
290 B
GLSL
7 lines
290 B
GLSL
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float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float cosDir = dot(lightDirection, spotdir);
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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}
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