From 8b5a8ce1efeedb4333e8f10364f6b916bd10c5d9 Mon Sep 17 00:00:00 2001 From: Silas Bartha Date: Tue, 26 Nov 2024 16:32:19 -0500 Subject: Tue Nov 26 04:32:19 PM EST 2024 --- assets/shaders/blacklight_material.wgsl | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'assets') 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, direction: vec3, - color: vec4, range: f32, - radius: f32, + inner_angle: f32, + outer_angle: f32, } @group(2) @binding(0) var lights: array; @@ -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; } -- cgit v1.2.3