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3 Commits
7b2d2424a3
...
fd65f754cf
Author | SHA1 | Date |
---|---|---|
SeanOMik | fd65f754cf | |
SeanOMik | 6c6893149a | |
SeanOMik | 1c649b2eb6 |
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@ -139,16 +139,17 @@ fn setup_scene_plugin(game: &mut Game) {
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world.spawn((
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platform_mesh.clone(),
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WorldTransform::default(),
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Transform::from_xyz(0.0, -5.0, -5.0),
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//Transform::from_xyz(0.0, -5.0, -5.0),
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Transform::new(math::vec3(0.0, -5.0, -5.0), math::Quat::IDENTITY, math::vec3(5.0, 1.0, 5.0)),
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));
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{
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let mut light_tran = Transform::from_xyz(-5.5, 2.5, -3.0);
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let mut light_tran = Transform::from_xyz(0.0, 2.5, 0.0);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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light_tran.rotate_x(math::Angle::Degrees(-45.0));
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light_tran.rotate_y(math::Angle::Degrees(-35.0));
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world.spawn((
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cube_mesh.clone(),
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//cube_mesh.clone(),
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DirectionalLight {
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enabled: true,
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color: Vec3::new(1.0, 0.95, 0.9),
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@ -15,7 +15,7 @@ use crate::render::{
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use super::{
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BasePassSlots, LightBasePassSlots, LightCullComputePassSlots, MeshBufferStorage, RenderAssets,
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RenderMeshes,
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RenderMeshes, ShadowMapsPassSlots,
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};
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#[derive(Debug, Hash, Clone, Default, PartialEq, RenderGraphLabel)]
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@ -26,6 +26,12 @@ pub enum MeshesPassSlots {
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Material,
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}
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/// Stores the bind group and bind group layout for the shadow atlas texture
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struct ShadowsAtlasBgPair {
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layout: Arc<wgpu::BindGroupLayout>,
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bg: Arc<wgpu::BindGroup>,
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}
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//#[derive(Default)]
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#[allow(dead_code)]
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pub struct MeshPass {
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@ -33,11 +39,14 @@ pub struct MeshPass {
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pipeline: Option<RenderPipeline>,
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material_bgl: Arc<wgpu::BindGroupLayout>,
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transform_buffers: Option<ResourceData>,
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// TODO: find a better way to extract these resources from the main world to be used in the
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// render stage.
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transform_buffers: Option<ResourceData>,
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render_meshes: Option<ResourceData>,
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mesh_buffers: Option<ResourceData>,
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shadows_atlas: Option<ShadowsAtlasBgPair>,
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}
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impl MeshPass {
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@ -46,38 +55,32 @@ impl MeshPass {
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default_texture: None,
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pipeline: None,
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material_bgl,
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transform_buffers: None,
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render_meshes: None,
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mesh_buffers: None,
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shadows_atlas: None,
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}
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}
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fn transform_buffers(&self) -> AtomicRef<TransformBuffers> {
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self.transform_buffers
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.as_ref()
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.unwrap()
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.get()
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self.transform_buffers.as_ref().unwrap().get()
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}
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fn render_meshes(&self) -> AtomicRef<RenderMeshes> {
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self.render_meshes
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.as_ref()
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.unwrap()
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.get()
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self.render_meshes.as_ref().unwrap().get()
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}
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fn mesh_buffers(&self) -> AtomicRef<RenderAssets<MeshBufferStorage>> {
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self.mesh_buffers
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.as_ref()
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.unwrap()
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.get()
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self.mesh_buffers.as_ref().unwrap().get()
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}
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}
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impl Node for MeshPass {
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fn desc(
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&mut self,
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_: &mut crate::render::graph::RenderGraph,
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graph: &mut crate::render::graph::RenderGraph,
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) -> crate::render::graph::NodeDesc {
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// load the default texture
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//let bytes = include_bytes!("../../default_texture.png");
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@ -103,22 +106,98 @@ impl Node for MeshPass {
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let device = graph.device();
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let surface_config_format = graph.view_target().format();
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let atlas_view = graph
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.slot_value(ShadowMapsPassSlots::ShadowAtlasTextureView)
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.expect("missing ShadowMapsPassSlots::ShadowAtlasTextureView")
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.as_texture_view()
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.unwrap();
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let atlas_sampler = graph
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.slot_value(ShadowMapsPassSlots::ShadowAtlasSampler)
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.expect("missing ShadowMapsPassSlots::ShadowAtlasSampler")
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.as_sampler()
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.unwrap();
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let dir_light_projection_buf = graph
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.slot_value(ShadowMapsPassSlots::DirLightProjectionBuffer)
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.expect("missing ShadowMapsPassSlots::DirLightProjectionBuffer")
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.as_buffer()
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.unwrap();
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let atlas_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("bgl_shadows_atlas"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let atlas_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("bg_shadows_atlas"),
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layout: &atlas_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(atlas_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(atlas_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: dir_light_projection_buf,
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offset: 0,
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size: None,
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}),
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},
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],
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});
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self.shadows_atlas = Some(ShadowsAtlasBgPair {
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layout: Arc::new(atlas_layout),
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bg: Arc::new(atlas_bg),
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});
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let camera_bgl = graph.bind_group_layout(BasePassSlots::Camera);
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let lights_bgl = graph.bind_group_layout(LightBasePassSlots::Lights);
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let light_grid_bgl =
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graph.bind_group_layout(LightCullComputePassSlots::LightIndicesGridGroup);
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let atlas_bgl = self.shadows_atlas.as_ref().unwrap().layout.clone();
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let shader = Rc::new(Shader {
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label: Some("base_shader".into()),
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source: include_str!("../../shaders/base.wgsl").to_string(),
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});
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let transforms = world
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.try_get_resource_data::<TransformBuffers>()
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.expect("Missing transform buffers");
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self.transform_buffers = Some(transforms.clone());
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let render_meshes = world
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.try_get_resource_data::<RenderMeshes>()
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.expect("Missing transform buffers");
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@ -128,7 +207,6 @@ impl Node for MeshPass {
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.try_get_resource_data::<RenderAssets<MeshBufferStorage>>()
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.expect("Missing render meshes");
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self.mesh_buffers = Some(mesh_buffers.clone());
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let transforms = transforms.get::<TransformBuffers>();
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@ -142,6 +220,7 @@ impl Node for MeshPass {
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camera_bgl.clone(),
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lights_bgl.clone(),
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light_grid_bgl.clone(),
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atlas_bgl,
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],
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push_constant_ranges: vec![],
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vertex: VertexState {
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@ -202,6 +281,8 @@ impl Node for MeshPass {
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let light_grid_bg = graph.bind_group(LightCullComputePassSlots::LightIndicesGridGroup);
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let shadows_atlas_bg = &self.shadows_atlas.as_ref().unwrap().bg;
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//let material_bg = graph.bind_group(MeshesPassSlots::Material);
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/* let pipeline = graph.pipeline(context.label.clone())
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@ -284,6 +365,8 @@ impl Node for MeshPass {
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pass.set_bind_group(4, light_grid_bg, &[]);
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pass.set_bind_group(5, shadows_atlas_bg, &[]);
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// if this mesh uses indices, use them to draw the mesh
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if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
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let indices_len = indices.count() as u32;
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@ -27,13 +27,14 @@ pub enum ShadowMapsPassSlots {
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ShadowAtlasTexture,
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ShadowAtlasTextureView,
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ShadowAtlasSampler,
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DirLightProjectionBuffer,
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}
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#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
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pub struct ShadowMapsPassLabel;
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struct LightDepthMap {
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light_projection_buffer: wgpu::Buffer,
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light_projection_buffer: Arc<wgpu::Buffer>,
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bindgroup: wgpu::BindGroup,
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}
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@ -99,9 +100,9 @@ impl ShadowMapsPass {
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("sampler_shadow_map_atlas"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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address_mode_u: wgpu::AddressMode::ClampToBorder,
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address_mode_v: wgpu::AddressMode::ClampToBorder,
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address_mode_w: wgpu::AddressMode::ClampToBorder,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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@ -125,15 +126,15 @@ impl ShadowMapsPass {
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fn create_depth_map(&mut self, device: &wgpu::Device, entity: Entity, light_pos: Transform) {
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const NEAR_PLANE: f32 = 0.1;
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const FAR_PLANE: f32 = 80.0;
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const FAR_PLANE: f32 = 25.5;
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let ortho_proj =
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glam::Mat4::orthographic_rh_gl(-20.0, 20.0, -20.0, 20.0, NEAR_PLANE, FAR_PLANE);
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glam::Mat4::orthographic_rh(-10.0, 10.0, -10.0, 10.0, NEAR_PLANE, FAR_PLANE);
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let look_view =
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glam::Mat4::look_to_rh(light_pos.translation, light_pos.forward(), light_pos.up());
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let light_proj = OPENGL_TO_WGPU_MATRIX * (ortho_proj * look_view);
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let light_proj = ortho_proj * look_view;
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let light_projection_buffer =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -158,7 +159,7 @@ impl ShadowMapsPass {
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self.depth_maps.insert(
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entity,
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LightDepthMap {
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light_projection_buffer,
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light_projection_buffer: Arc::new(light_projection_buffer),
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bindgroup: bg,
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},
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);
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@ -202,6 +203,12 @@ impl Node for ShadowMapsPass {
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Some(SlotValue::Sampler(self.atlas_sampler.clone())),
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);
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node.add_sampler_slot(
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ShadowMapsPassSlots::DirLightProjectionBuffer,
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SlotAttribute::Output,
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Some(SlotValue::Lazy),
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);
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node
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}
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@ -222,6 +229,12 @@ impl Node for ShadowMapsPass {
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}
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}
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// update the light projection buffer slot
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let (_, dir_depth_map) = self.depth_maps.iter().next().unwrap();
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let val = graph.slot_value_mut(ShadowMapsPassSlots::DirLightProjectionBuffer)
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.unwrap();
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*val = SlotValue::Buffer(dir_depth_map.light_projection_buffer.clone());
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if self.pipeline.is_none() {
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let shader = Rc::new(Shader {
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label: Some("shader_shadows".into()),
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|
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@ -90,7 +90,7 @@ impl BasicRenderer {
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let (device, queue) = adapter.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
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features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES | wgpu::Features::ADDRESS_MODE_CLAMP_TO_BORDER,
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// WebGL does not support all wgpu features.
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// Not sure if the engine will ever completely support WASM,
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// but its here just in case
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@ -147,14 +147,16 @@ impl BasicRenderer {
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forward_plus_graph.add_node(LightCullComputePassLabel, LightCullComputePass::new(size));
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debug!("Adding mesh pass");
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forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
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let mesh_prep = MeshPrepNode::new(&device);
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let material_bgl = mesh_prep.material_bgl.clone();
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forward_plus_graph.add_node(MeshPrepNodeLabel, mesh_prep);
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forward_plus_graph.add_node(MeshesPassLabel, MeshPass::new(material_bgl));
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forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
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forward_plus_graph.add_edge(LightBasePassLabel, LightCullComputePassLabel);
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forward_plus_graph.add_edge(LightCullComputePassLabel, MeshesPassLabel);
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forward_plus_graph.add_edge(MeshPrepNodeLabel, MeshesPassLabel);
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// run ShadowMapsPass after MeshPrep and before MeshesPass
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|
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@ -19,6 +19,7 @@ struct VertexOutput {
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@location(0) tex_coords: vec2<f32>,
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@location(1) world_position: vec3<f32>,
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@location(2) world_normal: vec3<f32>,
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@location(3) frag_pos_light_space: vec4<f32>,
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}
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struct TransformData {
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|
@ -70,16 +71,18 @@ fn vs_main(
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) -> VertexOutput {
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var out: VertexOutput;
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var world_position: vec4<f32> = u_model_transform_data.transform * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.tex_coords = model.tex_coords;
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out.clip_position = u_camera.view_projection * u_model_transform_data.transform * vec4<f32>(model.position, 1.0);
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out.clip_position = u_camera.view_projection * world_position;
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// the normal mat is actually only a mat3x3, but there's a bug in wgpu: https://github.com/gfx-rs/wgpu-rs/issues/36
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let normal_mat4 = u_model_transform_data.normal_matrix;
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let normal_mat = mat3x3(normal_mat4[0].xyz, normal_mat4[1].xyz, normal_mat4[2].xyz);
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out.world_normal = normalize(normal_mat * model.normal, );
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var world_position: vec4<f32> = u_model_transform_data.transform * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.frag_pos_light_space = u_light_space_matrix * world_position;
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return out;
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}
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|
@ -114,6 +117,13 @@ var<storage, read_write> u_light_indices: array<u32>;
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@group(4) @binding(1)
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var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
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@group(5) @binding(0)
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var t_shadow_maps_atlas: texture_depth_2d;
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@group(5) @binding(1)
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var s_shadow_maps_atlas: sampler;
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@group(5) @binding(2)
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var<uniform> u_light_space_matrix: mat4x4<f32>;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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if (u_camera.tile_debug == 1u) {
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|
@ -139,7 +149,27 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let light: Light = u_lights.data[light_index];
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if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
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light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color);
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/*let shadow = calc_shadow(in.frag_pos_light_space);
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return vec4<f32>(vec3<f32>(shadow), 1.0);*/
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/*var proj_coords = in.frag_pos_light_space / in.frag_pos_light_space.w;
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proj_coords = proj_coords * 0.5 + 0.5;
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let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, proj_coords.xy, 0.0);
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let current_depth = proj_coords.z;
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if current_depth > closest_depth {
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return vec4<f32>(vec3<f32>(current_depth), 1.0);
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} else {
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return vec4<f32>(vec3<f32>(closest_depth), 1.0);
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}*/
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//return vec4<f32>(vec3<f32>(closest_depth), 1.0);
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//let shadow = select(0.0, 1.0, current_depth > closest_depth);
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let light_dir = normalize(-light.direction);
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let shadow = calc_shadow(in.world_normal, light_dir, in.frag_pos_light_space);
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light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
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} else if (light.light_ty == LIGHT_TY_POINT) {
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light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color);
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} else if (light.light_ty == LIGHT_TY_SPOT) {
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||||
|
@ -151,6 +181,34 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
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return vec4<f32>(light_object_res, object_color.a);
|
||||
}
|
||||
|
||||
fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>) -> f32 {
|
||||
var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
|
||||
// for some reason the y component is clipped after transforming
|
||||
proj_coords.y = -proj_coords.y;
|
||||
|
||||
// Remap xy to [0.0, 1.0]
|
||||
let xy_remapped = proj_coords.xy * 0.5 + 0.5;
|
||||
proj_coords.x = xy_remapped.x;
|
||||
proj_coords.y = xy_remapped.y;
|
||||
|
||||
let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, proj_coords.xy, 0.0);
|
||||
let current_depth = proj_coords.z;
|
||||
|
||||
// use a bias to avoid shadow acne
|
||||
let bias = max(0.05 * (1.0 - dot(normal, light_dir)), 0.005);
|
||||
var shadow = 0.0;
|
||||
if current_depth - bias > closest_depth {
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
// dont cast shadows outside the light's far plane
|
||||
if (proj_coords.z > 1.0) {
|
||||
shadow = 0.0;
|
||||
}
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
fn debug_grid(in: VertexOutput) -> vec4<f32> {
|
||||
let tile_index_float: vec2<f32> = in.clip_position.xy / 16.0;
|
||||
let tile_index = vec2<u32>(floor(tile_index_float));
|
||||
|
@ -166,7 +224,7 @@ fn debug_grid(in: VertexOutput) -> vec4<f32> {
|
|||
return vec4<f32>(ratio, ratio, ratio, 1.0);
|
||||
}
|
||||
|
||||
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>, shadow: f32) -> vec3<f32> {
|
||||
let light_color = dir_light.color.xyz;
|
||||
let camera_view_pos = u_camera.position;
|
||||
|
||||
|
@ -192,7 +250,7 @@ fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light:
|
|||
diffuse_color *= dir_light.diffuse;
|
||||
specular_color *= dir_light.specular;*/
|
||||
|
||||
return (ambient_color + diffuse_color + specular_color) * dir_light.intensity;
|
||||
return (ambient_color + (1.0 - shadow) * (diffuse_color + specular_color)) * dir_light.intensity;
|
||||
}
|
||||
|
||||
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
|
|
Loading…
Reference in New Issue