#include src/shaders/basic_structs.wgsl #include src/shaders/basic_pbr.wgsl #include src/shaders/tri_sampler.wgsl [[group(0), binding(0)]] var camera: CameraUniform; [[group(0), binding(1)]] var point_lights: PointLightData; [[group(1), binding(0)]] var meshes: MeshData; [[group(2), binding(0)]] var m_sampler: sampler; [[group(2), binding(1)]] var m_albedo: texture_2d; [[group(2), binding(2)]] var m_metallic_roughness: texture_2d; [[stage(vertex)]] fn vs_main( [[builtin(instance_index)]] mesh_idx: u32, vertex: VertexInput, ) -> VertexOutput { let transform = meshes.instances[mesh_idx].transform; let world_pos = transform * vec4(vertex.position, 1.0); let world_normal = transform * vec4(vertex.normal, 0.0); var out: VertexOutput; out.clip_position = camera.vp * world_pos; out.position = world_pos.xyz; out.normal = world_normal.xyz; out.tex_coords = vertex.tex_coords; return out; } [[stage(fragment)]] fn fs_main( frag: VertexOutput, ) -> [[location(0)]] vec4 { let normal = normalize(frag.normal); let view = normalize(camera.eye.xyz - frag.position); //let albedo = textureSample(m_albedo, m_sampler, frag.tex_coords).xyz; let albedo = TriSampler(m_albedo, m_sampler, frag.position / 5.0, normal, 10.0); //let metallic_roughness = textureSample(m_metallic_roughness, m_sampler, frag.tex_coords).bg; let metallic_roughness = TriSampler(m_metallic_roughness, m_sampler, frag.position / 5.0, normal, 10.0); let metallic = metallic_roughness.x; let roughness = metallic_roughness.y; var lum = vec3(0.0); for(var i = 0; i < 4; i = i + 1) { let light = point_lights.lights[i]; let light_position = light.center.xyz - frag.position; let light_intensity = light.intensity.rgb; let light_direction = normalize(light_position); let radiance = light_intensity / dot(light_position, light_position); let reflected = BRDF( light_direction, normal, view, albedo, metallic, roughness ); lum = lum + (radiance * reflected); } return vec4(lum, 1.0); }