I'm learning a tutorial from Rastertek about diffuse light with DX 11, here's the shader code:
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
return color;
}
And I don't understand why to invert the direction, it says in a comment line "invert the light direction for calculations", why is it necesary?
Thanks.


