From 60c00068ca349bbab2110aca93772105028cfebd Mon Sep 17 00:00:00 2001 From: SirLynix Date: Sat, 28 Jan 2023 11:14:52 +0100 Subject: [PATCH] Examples/DeferredShading: Fix lighting shader distance is now an intrinsic --- assets/shaders/lighting.nzsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/assets/shaders/lighting.nzsl b/assets/shaders/lighting.nzsl index dd3577ebb..37a0ecfd8 100644 --- a/assets/shaders/lighting.nzsl +++ b/assets/shaders/lighting.nzsl @@ -90,15 +90,15 @@ fn main(input: VertIn) -> VertOut fn compute_attenuation(worldPos: vec3[f32], normal: vec3[f32]) -> f32 { - let distance = length(lightParameters.position - worldPos); + let dis = distance(lightParameters.position, worldPos); - let posToLight = (lightParameters.position - worldPos) / distance; + let posToLight = (lightParameters.position - worldPos) / dis; let lambert = dot(normal, posToLight); let curAngle = dot(lightParameters.direction, -posToLight); let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle; - let attenuation = max(1.0 - distance * lightParameters.invRadius, 0.0); + let attenuation = max(1.0 - dis * lightParameters.invRadius, 0.0); attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0); return attenuation;