diff options
author | Silas Bartha <[email protected]> | 2024-11-30 03:01:27 -0500 |
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committer | Silas Bartha <[email protected]> | 2024-11-30 03:01:27 -0500 |
commit | 4348c2a9c5beb83ed8610e7fd2a7393a7ae1eec0 (patch) | |
tree | ffafe3e5919e5b3e514f13ae2a102c05234ce767 /assets/shaders | |
parent | 5dfd34d5b0676d329e6116f810e287b42ab641b4 (diff) |
Sat Nov 30 03:01:27 AM EST 2024
Diffstat (limited to 'assets/shaders')
-rw-r--r-- | assets/shaders/blacklight_material.wgsl | 27 |
1 files changed, 21 insertions, 6 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl index 93e6969..d024755 100644 --- a/assets/shaders/blacklight_material.wgsl +++ b/assets/shaders/blacklight_material.wgsl @@ -20,13 +20,16 @@ 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_distance_squared = distance_squared(in.world_position.xyz, light.position); + 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 = falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor); - let distance_factor = falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5); - final_color = saturate(final_color + base_color * (angle_factor * distance_factor)); + 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 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; } @@ -36,10 +39,22 @@ fn distance_squared(a: vec3f, b: vec3f) -> f32 { return dot(vec, vec); } -fn falloff_radius(factor: f32, radius: f32) -> f32 { +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 { + return pow(1.0 - factor, 2.0); +} + +fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 { + if factor < radius { + return 1.0; + } else { + return inverse_falloff((factor - radius) / (1.0 - radius)); + } +} |