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-rw-r--r--assets/shaders/blacklight_material.wgsl19
1 files changed, 9 insertions, 10 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl
index 5879737..93e6969 100644
--- a/assets/shaders/blacklight_material.wgsl
+++ b/assets/shaders/blacklight_material.wgsl
@@ -21,26 +21,25 @@ 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))));
+ 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;
- 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)));
+ let angle_factor = falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
+ let distance_factor = 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 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 {
+fn falloff_radius(factor: f32, radius: f32) -> f32 {
if factor < radius {
return 1.0;
} else {
- return inverse_falloff((factor - radius) / (1.0 - radius));
+ return 1.0 - (factor - radius) / (1.0 - radius);
}
}