// luma.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors export const lightingUniformsWGSL = /* wgsl */ `\ // #if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX)) const MAX_LIGHTS: i32 = 5; struct AmbientLight { color: vec3, }; struct PointLight { color: vec3, position: vec3, attenuation: vec3, // 2nd order x:Constant-y:Linear-z:Exponential }; struct SpotLight { color: vec3, position: vec3, direction: vec3, attenuation: vec3, coneCos: vec2, }; struct DirectionalLight { color: vec3, direction: vec3, }; struct UniformLight { color: vec3, position: vec3, direction: vec3, attenuation: vec3, coneCos: vec2, }; struct lightingUniforms { enabled: i32, directionalLightCount: i32, pointLightCount: i32, spotLightCount: i32, ambientColor: vec3, lights: array, }; @group(2) @binding(auto) var lighting : lightingUniforms; fn lighting_getPointLight(index: i32) -> PointLight { let light = lighting.lights[index]; return PointLight(light.color, light.position, light.attenuation); } fn lighting_getSpotLight(index: i32) -> SpotLight { let light = lighting.lights[lighting.pointLightCount + index]; return SpotLight(light.color, light.position, light.direction, light.attenuation, light.coneCos); } fn lighting_getDirectionalLight(index: i32) -> DirectionalLight { let light = lighting.lights[lighting.pointLightCount + lighting.spotLightCount + index]; return DirectionalLight(light.color, light.direction); } fn getPointLightAttenuation(pointLight: PointLight, distance: f32) -> f32 { return pointLight.attenuation.x + pointLight.attenuation.y * distance + pointLight.attenuation.z * distance * distance; } fn getSpotLightAttenuation(spotLight: SpotLight, positionWorldspace: vec3) -> f32 { let lightDirection = normalize(positionWorldspace - spotLight.position); let coneFactor = smoothstep( spotLight.coneCos.y, spotLight.coneCos.x, dot(normalize(spotLight.direction), lightDirection) ); let distanceAttenuation = getPointLightAttenuation( PointLight(spotLight.color, spotLight.position, spotLight.attenuation), distance(spotLight.position, positionWorldspace) ); return distanceAttenuation / max(coneFactor, 0.0001); } `;