Shader: Add support for custom functions calls (and better handle intrinsics)

This commit is contained in:
Jérôme Leclercq
2021-05-22 13:37:54 +02:00
parent 8a6f0db034
commit f6fd996bf1
24 changed files with 777 additions and 356 deletions

View File

@@ -60,7 +60,6 @@ fn main(input: VertOut) -> FragOut
let position = positionTexture.Sample(input.uv).xyz;
let distance = length(lightParameters.position - position);
let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
let posToLight = (lightParameters.position - position) / distance;
let lambert = dot(normal, posToLight);
@@ -68,6 +67,7 @@ fn main(input: VertOut) -> FragOut
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 output: FragOut;
@@ -85,3 +85,8 @@ fn main(input: VertIn) -> VertOut
return output;
}
fn compute_attenuation(distance: f32) -> f32
{
return 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
}