opengl.shaders.lighting: Add 'TODO' for attenuation bug in lighting shader.
This commit is contained in:
@@ -43,7 +43,7 @@ apply_Light (light Light,
|
||||
// Point light.
|
||||
//
|
||||
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
|
||||
float Distance_to_Light = length (Surface_to_Light_vector);
|
||||
float Distance_to_Light = length (Surface_to_Light_vector); // TODO: This is buggy causes wrong attenuation.
|
||||
|
||||
Surface_to_Light = normalize (Surface_to_Light_vector);
|
||||
Attenuation = 1.0
|
||||
|
||||
Reference in New Issue
Block a user