diff options
-rw-r--r-- | assets/shaders/blacklight_material.wgsl | 9 | ||||
-rw-r--r-- | src/lib.rs | 14 |
2 files changed, 12 insertions, 11 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl index 8807404..5879737 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>; @@ -21,8 +21,9 @@ fn fragment( 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))); + let light_arccosine = abs(acos(dot(normalize(light.direction), normalize(in.world_position.xyz - light.position)))); + let angle_inner_factor = light.inner_angle/light.outer_angle; + final_color = saturate(final_color + base_color * (inverse_falloff_radius(light_distance_squared / (light.range * light.range), 0.5) * inverse_falloff_radius(light_arccosine / light.outer_angle, angle_inner_factor))); } return final_color; } @@ -20,9 +20,9 @@ pub struct Blacklight; pub struct BlacklightData { pub position: Vec3, pub direction: Vec3, - pub color: Vec4, pub range: f32, - pub radius: f32, + pub inner_angle: f32, + pub outer_angle: f32, } #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] @@ -56,19 +56,19 @@ impl Material for BlacklightMaterial { } fn update_shader_blacklight_data( - blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &Transform, &SpotLight), With<Blacklight>>, + blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &SpotLight), With<Blacklight>>, blacklight_material_query: Query<&Handle<BlacklightMaterial>>, mut blacklight_materials: ResMut<Assets<BlacklightMaterial>>, ) { let light_data = blacklight_query .iter() - .filter(|(visibility, _, _, _)| visibility.get()) - .map(|(_, global_transform, transform, light)| BlacklightData { + .filter(|(visibility, _, _)| visibility.get()) + .map(|(_, global_transform, light)| BlacklightData { position: global_transform.translation(), direction: *global_transform.forward(), - color: light.color.to_srgba().to_vec4(), range: light.range, - radius: light.radius, + inner_angle: light.inner_angle, + outer_angle: light.outer_angle, }) .collect::<Vec<_>>(); for handle in blacklight_material_query.iter() { |