NazaraEngine/bin/resources/lighting.nzsl

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