From 5dfd34d5b0676d329e6116f810e287b42ab641b4 Mon Sep 17 00:00:00 2001 From: Silas Bartha Date: Sat, 30 Nov 2024 00:36:01 +0000 Subject: Sat Nov 30 12:36:01 AM UTC 2024 --- assets/shaders/blacklight_material.wgsl | 19 +++++++++---------- 1 file changed, 9 insertions(+), 10 deletions(-) (limited to 'assets/shaders') 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); } } -- cgit v1.2.3