diff options
author | Silas Bartha <[email protected]> | 2024-11-30 08:06:29 +0000 |
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committer | GitHub <[email protected]> | 2024-11-30 08:06:29 +0000 |
commit | 09d3766f7404d5ef50fb022e9e70d700073033c2 (patch) | |
tree | ffafe3e5919e5b3e514f13ae2a102c05234ce767 /assets/shaders | |
parent | afa8cad4cf778673633f95885f5da095ba96039f (diff) | |
parent | 4348c2a9c5beb83ed8610e7fd2a7393a7ae1eec0 (diff) |
Merge pull request #1 from exvacuum/wip
Wip
Diffstat (limited to 'assets/shaders')
-rw-r--r-- | assets/shaders/blacklight_material.wgsl | 29 |
1 files changed, 22 insertions, 7 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl index 8807404..d024755 100644 --- a/assets/shaders/blacklight_material.wgsl +++ b/assets/shaders/blacklight_material.wgsl @@ -3,9 +3,9 @@ struct BlackLight { position: vec3<f32>, direction: vec3<f32>, - color: vec4<f32>, range: f32, - radius: f32, + inner_angle: f32, + outer_angle: f32, } @group(2) @binding(0) var<storage> lights: array<BlackLight>; @@ -20,20 +20,35 @@ fn fragment( 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]; + + let light_to_fragment_direction = normalize(in.world_position.xyz - light.position); + let light_to_fragment_angle = acos(dot(light.direction, light_to_fragment_direction)); + 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 light_distance_squared = distance_squared(in.world_position.xyz, light.position); - let light_arccosine = abs(acos(dot(normalize(light.direction), normalize(in.world_position.xyz - light.position)))) * radians(180.0); - final_color = saturate(final_color + base_color * (inverse_falloff_radius(light_distance_squared / (light.range * light.range), 0.5) * inverse_falloff_radius(light_arccosine, 0.9))); + 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); } return final_color; } fn distance_squared(a: vec3f, b: vec3f) -> f32 { - return pow(a.x - b.x, 2.0) + pow(a.y - b.y, 2.0) + pow(a.z - b.z, 2.0); + let vec = a - b; + return dot(vec, vec); +} + +fn linear_falloff_radius(factor: f32, radius: f32) -> f32 { + if factor < radius { + return 1.0; + } else { + return 1.0 - (factor - radius) / (1.0 - radius); + } } fn inverse_falloff(factor: f32) -> f32 { - let squared = factor * factor; - return (1.0 - squared) / (10 * squared + 1.0); + return pow(1.0 - factor, 2.0); } fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 { |