120 lines
2.4 KiB
Plaintext
120 lines
2.4 KiB
Plaintext
[layout(std140)]
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struct PointLight
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{
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color: vec3<f32>,
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position: vec3<f32>,
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radius: f32,
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invRadius: f32,
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}
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[layout(std140)]
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struct SpotLight
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{
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transformMatrix: mat4<f32>,
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color: vec3<f32>,
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position: vec3<f32>,
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direction: vec3<f32>,
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radius: f32,
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invRadius: f32,
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innerAngle: f32,
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outerAngle: f32
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}
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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[set(0)]
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external
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{
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[binding(0)] viewerData: uniform<ViewerData>
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}
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[set(1)]
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external
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{
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[binding(0)] colorTexture: sampler2D<f32>,
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[binding(1)] normalTexture: sampler2D<f32>,
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[binding(2)] positionTexture: sampler2D<f32>,
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}
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[set(2)]
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external
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{
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[binding(0)] lightParameters: uniform<SpotLight>,
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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}
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
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let position = positionTexture.Sample(fragcoord).xyz;
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let attenuation = compute_attenuation(position, normal);
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let output: FragOut;
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output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4<f32>(input.pos, 1.0);
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return output;
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}
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fn compute_attenuation(worldPos: vec3<f32>, normal: vec3<f32>) -> f32
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{
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let distance = length(lightParameters.position - worldPos);
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let posToLight = (lightParameters.position - worldPos) / distance;
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let lambert = dot(normal, posToLight);
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let curAngle = dot(lightParameters.direction, -posToLight);
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let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
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let attenuation = max(1.0 - distance * lightParameters.invRadius, 0.0);
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attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
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return attenuation;
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}
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