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-rw-r--r--assets/shaders/blacklight_material.wgsl29
1 files changed, 22 insertions, 7 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl
index 8807404..d024755 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>;
@@ -20,20 +20,35 @@ 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_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 = 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 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 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;
}
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);
+ let vec = a - b;
+ return dot(vec, vec);
+}
+
+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 {
- let squared = factor * factor;
- return (1.0 - squared) / (10 * squared + 1.0);
+ return pow(1.0 - factor, 2.0);
}
fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 {