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authorLibravatar Silas Bartha <[email protected]>2024-12-01 22:08:20 -0500
committerLibravatar Silas Bartha <[email protected]>2024-12-01 22:08:20 -0500
commitf6e4b5d25212ce15f7e83834e74908c62e92dcf0 (patch)
tree99a51515e35ad2656db9c6ee3c8240966653d8aa /assets/shaders/blacklight_material.wgsl
parent09d3766f7404d5ef50fb022e9e70d700073033c2 (diff)
normal factor
Diffstat (limited to 'assets/shaders/blacklight_material.wgsl')
-rw-r--r--assets/shaders/blacklight_material.wgsl9
1 files changed, 6 insertions, 3 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl
index d024755..7addc7b 100644
--- a/assets/shaders/blacklight_material.wgsl
+++ b/assets/shaders/blacklight_material.wgsl
@@ -11,12 +11,13 @@ struct BlackLight {
@group(2) @binding(0) var<storage> lights: array<BlackLight>;
@group(2) @binding(1) var base_texture: texture_2d<f32>;
@group(2) @binding(2) var base_sampler: sampler;
+@group(2) @binding(3) var<uniform> base_color: vec4<f32>;
@fragment
fn fragment(
in: VertexOutput,
) -> @location(0) vec4<f32> {
- let base_color = textureSample(base_texture, base_sampler, in.uv);
+ let base_texture_color = textureSample(base_texture, base_sampler, in.uv);
var final_color = vec4f(0.0, 0.0, 0.0, 0.0);
for (var i = u32(0); i < arrayLength(&lights); i = i+1) {
let light = lights[i];
@@ -26,12 +27,14 @@ fn fragment(
let angle_inner_factor = light.inner_angle / light.outer_angle;
let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
+ let normal_factor = linear_falloff_radius(1.0 - saturate(dot(in.world_normal, -light.direction)), 0.5);
+
let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
let distance_factor = inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
- final_color = saturate(final_color + base_color * angle_factor * distance_factor);
+ final_color = saturate(final_color + base_texture_color * angle_factor * distance_factor * normal_factor);
}
- return final_color;
+ return base_color * final_color;
}
fn distance_squared(a: vec3f, b: vec3f) -> f32 {