In my d3d11 scene, I have a point light projecting onto this planet. To help identify the fact that it is the point light, I colored it red in the code below.
pointLight.light = /*DirectionalLight*/{ { 0.9f,0.2f,0.1f,0.5f }, { 0,1,0,1 } };
The issue is that although the attenuation of the light is colored correctly, the rest of the light is not.
I am quite unsure of what causes this. I figured something within my calculation for the light in my pixel shader was causing the output color to be set as the full color of the texture, but I don't have anything that backs up that theory.
float3 calculatePointLight(
float4 pointColor,
float4 pointPos,
float4 pointRad,
float3 surfaceNormal,
float3 surfacePosition,
float3 cameraPos,
float specularPower,
float specularIntensity)
{
float3 lightDir = normalize(pointPos.xyz - surfacePosition);
float lightRatio = saturate(dot(lightDir, surfaceNormal));
float4 outColor = saturate(lightRatio * pointColor);
float Attenuation = 2.0f - saturate(length(pointPos - surfacePosition) / pointRad.x);
outColor *= Attenuation;
if (outColor.x == zero.x && outColor.y == zero.y && outColor.z == zero.z)
{
return outColor;
}
else
{
float3 ViewDirection = normalize(cameraPos - surfacePosition);
float3 HalfVector = normalize((-pointPos) + ViewDirection);
float Intensity = max(saturate(dot(surfaceNormal, normalize(HalfVector))) * specularPower, 0);
return outColor + specularIntensity * Intensity;
}
}
The following is the code for my point light, what could be wrong with it to cause this issue?
Just letting you guys know, I already had long since fixed this. I believe there was a mistake in the attenuation formula.