[layout(std140)] struct PointLight { color: vec3, position: vec3, constant: f32, linear: f32, quadratic: f32, } external { [binding(0)] colorTexture: sampler2D, [binding(1)] normalTexture: sampler2D, [binding(2)] positionTexture: sampler2D, [binding(3)] lightParameters: uniform } [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 distance = length(lightParameters.position - position); let lightDir = (lightParameters.position - position) / distance; let lightFactor = dot(normal, lightDir); let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance)); let output: FragOut; output.color = vec4(lightParameters.color, 1.0) * lightFactor * attenuation * colorTexture.Sample(input.uv); return output; }