diff options
Diffstat (limited to 'assets/shaders/blacklight_material.wgsl')
-rw-r--r-- | assets/shaders/blacklight_material.wgsl | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl index d024755..7addc7b 100644 --- a/assets/shaders/blacklight_material.wgsl +++ b/assets/shaders/blacklight_material.wgsl @@ -11,12 +11,13 @@ struct BlackLight { @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; +@group(2) @binding(3) var<uniform> base_color: vec4<f32>; @fragment fn fragment( in: VertexOutput, ) -> @location(0) vec4<f32> { - let base_color = textureSample(base_texture, base_sampler, in.uv); + let base_texture_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]; @@ -26,12 +27,14 @@ fn fragment( 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 normal_factor = linear_falloff_radius(1.0 - saturate(dot(in.world_normal, -light.direction)), 0.5); + 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); + final_color = saturate(final_color + base_texture_color * angle_factor * distance_factor * normal_factor); } - return final_color; + return base_color * final_color; } fn distance_squared(a: vec3f, b: vec3f) -> f32 { |