Change the light attenuation formulas.

-Much better looking, physically based.
-Almost negligible extra cost.
This commit is contained in:
reduz
2021-01-05 12:33:54 -03:00
parent 6e23ab4fa2
commit 446618cf94
5 changed files with 58 additions and 14 deletions

View File

@@ -249,6 +249,15 @@ float quick_hash(vec2 pos) {
return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
}
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
void main() {
#ifdef MODE_LIGHT_PROBES
int probe_index = int(gl_GlobalInvocationID.x);
@@ -300,7 +309,7 @@ void main() {
d /= lights.data[i].range;
attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation);
attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(position - light_pos);