vkdoom_m/wadsrc/static/shaders/scene/lightmodel_shared.glsl
Ricardo Luís Vaz Silva 77f19ba6f5 initial work for ubershaders
2025-02-18 09:45:25 +01:00

14 lines
495 B
GLSL

float distanceAttenuation(float dist, float radius, float strength, float linearity)
{
#uifdef(LIGHT_ATTENUATION_INVERSE_SQUARE)
// light.radius >= 1000000.0 is sunlight, skip attenuation
if(light.radius >= 1000000.0) return 1.0;
float a = dist / radius;
float b = clamp(1.0 - a * a * a * a, 0.0, 1.0);
return mix((b * b) / (dist * dist + 1.0) * strength, clamp((radius - dist) / radius, 0.0, 1.0), linearity);
#uelse
return clamp((radius - dist) / radius, 0.0, 1.0);
#uendif
}