Update lighting.nzsl
This commit is contained in:
parent
709604c070
commit
3437f43af6
|
|
@ -59,19 +59,10 @@ fn main(input: VertOut) -> FragOut
|
|||
let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
|
||||
let position = positionTexture.Sample(input.uv).xyz;
|
||||
|
||||
let distance = length(lightParameters.position - position);
|
||||
|
||||
let posToLight = (lightParameters.position - position) / distance;
|
||||
let lambert = dot(normal, posToLight);
|
||||
|
||||
let curAngle = dot(lightParameters.direction, -posToLight);
|
||||
let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
|
||||
|
||||
let attenuation = compute_attenuation(distance);
|
||||
attenuation = attenuation * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
let attenuation = compute_attenuation(position, normal);
|
||||
|
||||
let output: FragOut;
|
||||
output.color = vec4<f32>(lightParameters.color, 1.0) * lambert * attenuation * colorTexture.Sample(input.uv);
|
||||
output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(input.uv);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
|
@ -86,7 +77,18 @@ fn main(input: VertIn) -> VertOut
|
|||
return output;
|
||||
}
|
||||
|
||||
fn compute_attenuation(distance: f32) -> f32
|
||||
fn compute_attenuation(worldPos: vec3<f32>, normal: vec3<f32>) -> f32
|
||||
{
|
||||
return 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
|
||||
let distance = length(lightParameters.position - worldPos);
|
||||
|
||||
let posToLight = (lightParameters.position - worldPos) / distance;
|
||||
let lambert = dot(normal, posToLight);
|
||||
|
||||
let curAngle = dot(lightParameters.direction, -posToLight);
|
||||
let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
|
||||
|
||||
let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
|
||||
attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
return attenuation;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue