Refactor attenuation math to avoid -log(0.0) #550
Merged
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The math can be simplified per @lexaknyazev's refactoring in KhronosGroup/glTF#2390 (comment).
This avoids a situation where the attenuationColor might have some or all zeros in it, causing a
log(0)
error in the shader.I've successfully tested this with sample assets AttenuationTest, DragonAttenuation, and the custom test from the above-linked issue.