[layout(std140)] struct PointLight { color: vec3, position: vec3, constant: f32, linear: f32, quadratic: f32, } [layout(std140)] struct SpotLight { color: vec3, position: vec3, direction: vec3, constant: f32, linear: f32, quadratic: f32, innerAngle: f32, outerAngle: f32, } external { [binding(0)] colorTexture: sampler2D, [binding(1)] normalTexture: sampler2D, [binding(2)] positionTexture: sampler2D, [binding(3)] lightParameters: uniform //[binding(3)] lightParameters: uniform } [layout(std140)] struct FragOut { [location(0)] color: vec4 } [layout(std140)] struct VertIn { [location(0)] pos: vec3, [location(1)] uv: vec2 } [layout(std140)] struct VertOut { [location(0)] uv: vec2, [builtin(position)] position: vec4 } [entry(frag)] 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 attenuation = compute_attenuation(position, normal); let output: FragOut; output.color = vec4(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(input.uv); return output; } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.uv = input.uv; output.position = vec4(input.pos, 1.0); return output; } fn compute_attenuation(worldPos: vec3, normal: vec3) -> f32 { 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; }