diff --git a/bin/resources/lighting.nzsl b/bin/resources/lighting.nzsl index c4119b9c5..385e14ff7 100644 --- a/bin/resources/lighting.nzsl +++ b/bin/resources/lighting.nzsl @@ -59,19 +59,10 @@ fn main(input: VertOut) -> FragOut let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3(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(lightParameters.color, 1.0) * lambert * attenuation * colorTexture.Sample(input.uv); + output.color = vec4(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, normal: vec3) -> 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; }