|
@@ -23,9 +23,9 @@ void lightComputeDir(in vec3 worldPos, in float lightType, in vec4 position, out
|
|
|
/*
|
|
|
* Computes the spot falloff for a spotlight
|
|
|
*/
|
|
|
-float computeSpotFalloff(in vec4 lightDirection, in vec3 lightVector){
|
|
|
- vec3 L=normalize(lightVector);
|
|
|
- vec3 spotdir = normalize(lightDirection.xyz);
|
|
|
+float computeSpotFalloff(in vec4 lightDirection, in vec3 lightVector) {
|
|
|
+ vec3 L = lightVector;
|
|
|
+ vec3 spotdir = lightDirection.xyz;
|
|
|
float curAngleCos = dot(-L, spotdir);
|
|
|
float innerAngleCos = floor(lightDirection.w) * 0.001;
|
|
|
float outerAngleCos = fract(lightDirection.w);
|