NazaraEngine/bin/resources/lighting.nzsl

88 lines
1.9 KiB
Plaintext

[layout(std140)]
struct PointLight
{
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
}
[layout(std140)]
struct SpotLight
{
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
external
{
[binding(0)] colorTexture: sampler2D<f32>,
[binding(1)] normalTexture: sampler2D<f32>,
[binding(2)] positionTexture: sampler2D<f32>,
[binding(3)] lightParameters: uniform<SpotLight>
//[binding(3)] lightParameters: uniform<PointLight>
}
[layout(std140)]
struct FragOut
{
[location(0)] color: vec4<f32>
}
[layout(std140)]
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1)] uv: vec2<f32>
}
[layout(std140)]
struct VertOut
{
[location(0)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
}
[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 attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
let posToLight = (lightParameters.position - position) / distance;
let lambert = dot(normal, posToLight);
let curAngle = dot(lightParameters.direction, -posToLight);
let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
attenuation = attenuation * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
let output: FragOut;
output.color = vec4<f32>(lightParameters.color, 1.0) * lambert * attenuation * colorTexture.Sample(input.uv);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.uv = input.uv;
output.position = vec4<f32>(input.pos, 1.0);
return output;
}