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@@ -445,7 +445,7 @@ uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0f);
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TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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```
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@@ -120,7 +120,7 @@ glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB, width, height, 0, GL_RGB, GL_UNSIGNED_BY
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## 衰减
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伽马校正的另一个不同之处在于光照衰减。在真实的物理世界中,光衰减与光源距离的平方成反比。在正常的英语中,它只是意味着光强度随着距离光源的平方而减少,如下图所示
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伽马校正的另一个不同之处在于光照衰减。在真实的物理世界中,光衰减与光源距离的平方成反比。说通俗点,光强度随着离光源距离的平方增加而减少,如下图所示
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```c++
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float attenuation = 1.0 / (distance * distance);
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