aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--assets/shaders/blacklight_material.wgsl9
-rw-r--r--src/lib.rs14
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;
}
diff --git a/src/lib.rs b/src/lib.rs
index 65dfc80..282c9b0 100644
--- a/src/lib.rs
+++ b/src/lib.rs
@@ -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() {