Tue Nov 26 04:32:19 PM EST 2024

This commit is contained in:
Silas Bartha 2024-11-26 16:32:19 -05:00
parent afa8cad4cf
commit 8b5a8ce1ef
Signed by: soaos
GPG Key ID: 9BD3DCC0D56A09B2
2 changed files with 12 additions and 11 deletions

View File

@ -3,9 +3,9 @@
struct BlackLight {
position: vec3<f32>,
direction: vec3<f32>,
color: vec4<f32>,
range: f32,
radius: f32,
inner_angle: f32,
outer_angle: f32,
}
@group(2) @binding(0) var<storage> lights: array<BlackLight>;
@ -21,8 +21,9 @@ fn fragment(
for (var i = u32(0); i < arrayLength(&lights); i = i+1) {
let light = lights[i];
let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
let light_arccosine = abs(acos(dot(normalize(light.direction), normalize(in.world_position.xyz - light.position)))) * radians(180.0);
final_color = saturate(final_color + base_color * (inverse_falloff_radius(light_distance_squared / (light.range * light.range), 0.5) * inverse_falloff_radius(light_arccosine, 0.9)));
let light_arccosine = abs(acos(dot(normalize(light.direction), normalize(in.world_position.xyz - light.position))));
let angle_inner_factor = light.inner_angle/light.outer_angle;
final_color = saturate(final_color + base_color * (inverse_falloff_radius(light_distance_squared / (light.range * light.range), 0.5) * inverse_falloff_radius(light_arccosine / light.outer_angle, angle_inner_factor)));
}
return final_color;
}

View File

@ -20,9 +20,9 @@ pub struct Blacklight;
pub struct BlacklightData {
pub position: Vec3,
pub direction: Vec3,
pub color: Vec4,
pub range: f32,
pub radius: f32,
pub inner_angle: f32,
pub outer_angle: f32,
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
@ -56,19 +56,19 @@ impl Material for BlacklightMaterial {
}
fn update_shader_blacklight_data(
blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &Transform, &SpotLight), With<Blacklight>>,
blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &SpotLight), With<Blacklight>>,
blacklight_material_query: Query<&Handle<BlacklightMaterial>>,
mut blacklight_materials: ResMut<Assets<BlacklightMaterial>>,
) {
let light_data = blacklight_query
.iter()
.filter(|(visibility, _, _, _)| visibility.get())
.map(|(_, global_transform, transform, light)| BlacklightData {
.filter(|(visibility, _, _)| visibility.get())
.map(|(_, global_transform, light)| BlacklightData {
position: global_transform.translation(),
direction: *global_transform.forward(),
color: light.color.to_srgba().to_vec4(),
range: light.range,
radius: light.radius,
inner_angle: light.inner_angle,
outer_angle: light.outer_angle,
})
.collect::<Vec<_>>();
for handle in blacklight_material_query.iter() {