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path: root/assets/final/shaders/render/lighting_utils.wgsl
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fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> {
    let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
    let diffuse = max(dot(normal, light_dir), 0.0);
    let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
    return color * lighting;
}