cyborg/src/shader.wgsl

83 lines
2.0 KiB
WebGPU Shading Language

struct CameraUniform {
vp: mat4x4<f32>;
};
struct MeshInstance {
transform: mat4x4<f32>;
};
struct MeshData {
instances: array<MeshInstance>;
};
struct PointLight {
center: vec4<f32>;
intensity: vec4<f32>;
};
struct PointLightData {
num: i32;
lights: array<PointLight>;
};
struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] normal: vec3<f32>;
[[location(2)]] tex_coords: vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] position: vec3<f32>;
[[location(1)]] normal: vec3<f32>;
[[location(2)]] tex_coords: vec2<f32>;
};
[[group(0), binding(0)]]
var<uniform> camera: CameraUniform;
[[group(0), binding(1)]]
var<storage,read> point_lights: PointLightData;
[[group(1), binding(0)]]
var<storage,read> meshes: MeshData;
[[group(2), binding(0)]] var t_albedo: texture_2d<f32>;
[[group(2), binding(1)]] var s_albedo: sampler;
[[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<f32>(vertex.position, 1.0);
let world_normal = transform * vec4<f32>(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<f32> {
let albedo = textureSample(t_albedo, s_albedo, frag.tex_coords).rgb;
let normal = normalize(frag.normal);
var lum = vec3<f32>(0.0);
for(var i = 0; i < 4; i = i + 1) {
let light = point_lights.lights[i];
let light_relative = light.center.xyz - frag.position;
let received = dot(normal, normalize(light_relative));
let diffuse = (albedo * received) / dot(light_relative, light_relative);
lum = lum + (diffuse * light.intensity.rgb);
}
return vec4<f32>(lum, 1.0);
}