cyborg/src/shader.wgsl

69 lines
2.1 KiB
WebGPU Shading Language

#include src/shaders/basic_structs.wgsl
#include src/shaders/basic_pbr.wgsl
#include src/shaders/tri_sampler.wgsl
[[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 m_sampler: sampler;
[[group(2), binding(1)]] var m_albedo: texture_2d<f32>;
[[group(2), binding(2)]] var m_metallic_roughness: texture_2d<f32>;
[[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 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<f32>(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<f32>(lum, 1.0);
}