Use correct omni light attenuation

fixes godotengine/godot#34683
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Winston 2019-12-29 17:22:34 +01:00 committed by GitHub
parent 12482bf884
commit c9fe11dec1
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@ -1260,7 +1260,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
float omni_attenuation;
if (normalized_distance < 1.0) {
omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w);
omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w);
} else {
omni_attenuation = 0.0;
}