#include "common_buffers.hlsl" static const float att_c = 1.0f; static const float att_l = 0.014f; static const float att_q = 0.0007f; float CalcAttenuation(float distance) { return 1 / (att_c + att_l * distance + att_q * distance * distance); }; float3 CalcLight(float3 textureColor, float3 lightDir, float3 viewDir, float3 normal, float3 lightColor, float specPower, float specIntensity, float attenuation) { normal = normalize(normal); // diffuse float3 dirToLight = normalize(-lightDir); float diffuseFactor = max(dot(normal, dirToLight), 0.0); float3 diffuse = lightColor * textureColor * diffuseFactor * attenuation; // specular (Blinn-Phong) float3 halfwayDir = normalize(dirToLight + viewDir); float specFactor = pow(max(dot(viewDir, halfwayDir), 0.0), specPower); float3 spec = lightColor * specFactor * attenuation * specIntensity; return diffuse + spec; }; float3 CalcPixelLight(float3 diffuseColor, float3 worldPos, float3 normal) { float3 viewDir = normalize(viewPos - worldPos); // ambient float3 ambient = ambientColor * diffuseColor; // dir light float3 dirLight = CalcLight(diffuseColor, dirLightDir, viewDir, normal, dirLightColor, specularPower, specularIntensity, 1); // point light float3 pointLightDir = worldPos - pointLightPos; float distance = length(pointLightDir); float attenuation = CalcAttenuation(distance); float3 pointLight = CalcLight(diffuseColor, pointLightDir, viewDir, normal, pointLightColor, specularPower, specularIntensity, attenuation); // hacky hack: ambient attenuates within point light distance ambient *= attenuation; return ambient + dirLight + pointLight; };