attenuation!

This commit is contained in:
2026-01-29 19:20:28 +01:00
parent ffe6a7a3e1
commit 80dcd0c04e

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@@ -18,10 +18,13 @@ float dither(vec2 uv) {
const vec3 objectColor = vec3(1.0, 1.0, 1.0);
const vec3 lightColor = vec3(0.5, 0.5, 0.5);
const float ambientStrength = 0.1;
const float specularStrength = 0.5;
const float shininess = 32.0;
const float la = 0.1, lb = 0.01, lc = 0.001;
void main()
{
vec3 norm = normalize(normal);
@@ -31,7 +34,10 @@ void main()
vec3 result = ambient;
for (int i = 0; i < 3; i++) {
vec3 lightDir = normalize(lightPositions[i] - worldPositions);
vec3 lightVector = lightPositions[i] - worldPositions;
vec3 lightDir = normalize(lightVector);
float d = length(lightVector);
float attenuation = 1.0 / (la + d * lb + d * d * lc);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
@@ -39,7 +45,7 @@ void main()
float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
vec3 specular = specularStrength * spec * lightColor;
result += (diffuse + specular) * objectColor;
result += attenuation * (diffuse + specular) * objectColor;
}
color = vec4(result, 1.0);