normal factor
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@ -11,12 +11,13 @@ struct BlackLight {
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@group(2) @binding(0) var<storage> lights: array<BlackLight>;
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@group(2) @binding(1) var base_texture: texture_2d<f32>;
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@group(2) @binding(2) var base_sampler: sampler;
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@group(2) @binding(3) var<uniform> base_color: vec4<f32>;
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@fragment
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fn fragment(
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in: VertexOutput,
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) -> @location(0) vec4<f32> {
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let base_color = textureSample(base_texture, base_sampler, in.uv);
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let base_texture_color = textureSample(base_texture, base_sampler, in.uv);
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var final_color = vec4f(0.0, 0.0, 0.0, 0.0);
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for (var i = u32(0); i < arrayLength(&lights); i = i+1) {
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let light = lights[i];
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@ -26,12 +27,14 @@ fn fragment(
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let angle_inner_factor = light.inner_angle / light.outer_angle;
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let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
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let normal_factor = linear_falloff_radius(1.0 - saturate(dot(in.world_normal, -light.direction)), 0.5);
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let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
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let distance_factor = inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
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final_color = saturate(final_color + base_color * angle_factor * distance_factor);
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final_color = saturate(final_color + base_texture_color * angle_factor * distance_factor * normal_factor);
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}
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return final_color;
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return base_color * final_color;
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}
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fn distance_squared(a: vec3f, b: vec3f) -> f32 {
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@ -54,6 +54,9 @@ pub struct BlacklightMaterial {
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#[texture(1)]
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#[sampler(2)]
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pub base_texture: Option<Handle<Image>>,
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/// Base color of material, multiplies with texture.
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#[uniform(3)]
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pub base_color: LinearRgba,
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/// Alpha mode for this material.
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pub alpha_mode: AlphaMode,
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}
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@ -63,6 +66,7 @@ impl Default for BlacklightMaterial {
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Self {
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lights: vec![],
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base_texture: None,
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base_color: LinearRgba::WHITE,
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alpha_mode: AlphaMode::Blend,
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}
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}
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