vkdoom_m/wadsrc/static/shaders/scene/lightmodel_shared.glsl
2025-03-22 15:12:07 +01:00

17 lines
481 B
GLSL

float distanceAttenuation(float dist, float radius, float strength, float linearity)
{
if (LIGHT_ATTENUATION_INVERSE_SQUARE)
{
// radius >= 1000000.0 is sunlight, skip attenuation
if (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);
}
else
{
return clamp((radius - dist) / radius, 0.0, 1.0);
}
}