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authorLibravatar Silas Bartha <[email protected]>2024-11-24 18:20:03 -0500
committerLibravatar Silas Bartha <[email protected]>2024-11-24 18:20:03 -0500
commitafa8cad4cf778673633f95885f5da095ba96039f (patch)
tree504bd03f521e6ff168a90822bfe7c2ffe85fba13 /assets/shaders
Initial Commit
Diffstat (limited to 'assets/shaders')
-rw-r--r--assets/shaders/blacklight_material.wgsl45
1 files changed, 45 insertions, 0 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl
new file mode 100644
index 0000000..8807404
--- /dev/null
+++ b/assets/shaders/blacklight_material.wgsl
@@ -0,0 +1,45 @@
+#import bevy_pbr::forward_io::VertexOutput;
+
+struct BlackLight {
+ position: vec3<f32>,
+ direction: vec3<f32>,
+ color: vec4<f32>,
+ range: f32,
+ radius: f32,
+}
+
+@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;
+
+@fragment
+fn fragment(
+ in: VertexOutput,
+) -> @location(0) vec4<f32> {
+ let base_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];
+ 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)));
+ }
+ 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);
+}
+
+fn inverse_falloff(factor: f32) -> f32 {
+ let squared = factor * factor;
+ return (1.0 - squared) / (10 * squared + 1.0);
+}
+
+fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 {
+ if factor < radius {
+ return 1.0;
+ } else {
+ return inverse_falloff((factor - radius) / (1.0 - radius));
+ }
+}