opengl.shaders.lighting: Add 'TODO' for attenuation bug in lighting shader.

This commit is contained in:
Rod Kay
2024-02-25 18:48:12 +11:00
parent d328369d24
commit 45da868f0c
3 changed files with 4 additions and 4 deletions

View File

@@ -43,7 +43,7 @@ apply_Light (light Light,
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
float Distance_to_Light = length (Surface_to_Light_vector); // TODO: This is buggy causes wrong attenuation.
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0

View File

@@ -25,6 +25,7 @@ main()
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);

View File

@@ -13,11 +13,10 @@ apply_Texturing (vec2 Coords)
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade[1]);
// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade [1]);
Color.a = max (Color.a,
texture (Textures [i],Coords).a * (1.0 - Fade[i]));
texture (Textures [i],Coords).a * (1.0 - Fade [i]));
// Color.a = max (Color.a,
// texture (Textures [i],Coords).a);