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@ -11,7 +11,12 @@ void lightComputeDir(in vec3 worldPos, in float ligthType, in vec4 position, out |
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vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight); |
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vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight); |
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lightVec = tempVec; |
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lightVec = tempVec; |
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float dist = length(tempVec); |
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float dist = length(tempVec); |
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#ifdef SRGB |
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lightDir.w = (1.0 - position.w * dist) / (1.0 + position.w * dist * dist); |
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lightDir.w = clamp(lightDir.w, 0.0, 1.0); |
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#else |
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lightDir.w = clamp(1.0 - position.w * dist * posLight, 0.0, 1.0); |
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lightDir.w = clamp(1.0 - position.w * dist * posLight, 0.0, 1.0); |
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#endif |
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lightDir.xyz = tempVec / vec3(dist); |
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lightDir.xyz = tempVec / vec3(dist); |
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} |
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} |
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