Work in progress towards 2D lighting

This commit is contained in:
2023-01-26 21:24:50 +01:00
parent 0124123189
commit 112c7bc94d
7 changed files with 254 additions and 29 deletions

View File

@@ -1,12 +1,37 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
struct FragmentInput {
@builtin(position) fragment_coordinate: vec4<f32>,
@location(0) world_position: vec4<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) uv: vec2<f32>,
};
struct TileLight {
color: vec4<f32>,
intensity: f32,
position: vec2<f32>,
};
struct CanvasMaterial {
ambient_color: vec4<f32>,
tile_lights: array<TileLight, 256u>,
number_of_lights: u32,
};
@group(1) @binding(0)
var<uniform> canvas_material: CanvasMaterial;
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
var output_color = vec4<f32>(input.uv, 1.0, 1.0);
fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
var output_color = canvas_material.ambient_color;
var lighting = vec4<f32>();
for (var i: u32 = 0u; i < canvas_material.number_of_lights; i++) {
var luminance = canvas_material.tile_lights[i].intensity * pow(length(canvas_material.tile_lights[i].position - input.world_position.xy), -1.7) * 2.0;
lighting += vec4<f32>(luminance * canvas_material.tile_lights[i].color.rgb, 0.0);
}
output_color += lighting;
return output_color;
}