NazaraEngine/bin/resources/lighting.nzsl

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[layout(std140)]
struct PointLight
{
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
}
external
{
[binding(0)] colorTexture: sampler2D<f32>,
[binding(1)] normalTexture: sampler2D<f32>,
[binding(2)] positionTexture: sampler2D<f32>,
[binding(3)] lightParameters: uniform<PointLight>
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
{
let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3<f32>(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<f32>(lightParameters.color, 1.0) * lightFactor * attenuation * colorTexture.Sample(input.uv);
return output;
}