Fix shader light attenuation

This commit is contained in:
RaveYard 2025-04-08 22:33:28 +02:00 committed by Magnus Norddahl
commit d0ac43abc6

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@ -441,8 +441,8 @@ void VkShaderManager::BuildDefinesBlock(FString &definesBlock, const char *defin
definesBlock << "#define LIGHT_BLEND_COLORED_CLAMP (SK_GET_LIGHTBLENDMODE() == SK1_LIGHT_LIGHT_BLEND_COLORED_CLAMP)\n";
definesBlock << "#define LIGHT_BLEND_UNCLAMPED (SK_GET_LIGHTBLENDMODE() == SK1_LIGHT_BLEND_UNCLAMPED)\n";
definesBlock << "#define LIGHT_ATTENUATION_LINEAR ((uShaderKey1 & SK1_TEXTUREMODE) == 0)\n";
definesBlock << "#define LIGHT_ATTENUATION_INVERSE_SQUARE ((uShaderKey1 & SK1_TEXTUREMODE) != 0)\n";
definesBlock << "#define LIGHT_ATTENUATION_LINEAR ((uShaderKey1 & SK1_LIGHTATTENUATIONMODE) == 0)\n";
definesBlock << "#define LIGHT_ATTENUATION_INVERSE_SQUARE ((uShaderKey1 & SK1_LIGHTATTENUATIONMODE) != 0)\n";
definesBlock << "#define FOGBALLS ((uShaderKey1 & SK1_FOGBALLS) != 0)\n";