69 lines
2.1 KiB
WebGPU Shading Language
69 lines
2.1 KiB
WebGPU Shading Language
#include src/shaders/basic_structs.wgsl
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#include src/shaders/basic_pbr.wgsl
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#include src/shaders/tri_sampler.wgsl
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[[group(0), binding(0)]]
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var<uniform> camera: CameraUniform;
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[[group(0), binding(1)]]
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var<storage,read> point_lights: PointLightData;
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[[group(1), binding(0)]]
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var<storage,read> meshes: MeshData;
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[[group(2), binding(0)]] var m_sampler: sampler;
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[[group(2), binding(1)]] var m_albedo: texture_2d<f32>;
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[[group(2), binding(2)]] var m_metallic_roughness: texture_2d<f32>;
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[[stage(vertex)]]
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fn vs_main(
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[[builtin(instance_index)]] mesh_idx: u32,
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vertex: VertexInput,
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) -> VertexOutput {
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let transform = meshes.instances[mesh_idx].transform;
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let world_pos = transform * vec4<f32>(vertex.position, 1.0);
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let world_normal = transform * vec4<f32>(vertex.normal, 0.0);
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var out: VertexOutput;
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out.clip_position = camera.vp * world_pos;
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out.position = world_pos.xyz;
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out.normal = world_normal.xyz;
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out.tex_coords = vertex.tex_coords;
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(
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frag: VertexOutput,
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) -> [[location(0)]] vec4<f32> {
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let normal = normalize(frag.normal);
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let view = normalize(camera.eye.xyz - frag.position);
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//let albedo = textureSample(m_albedo, m_sampler, frag.tex_coords).xyz;
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let albedo = TriSampler(m_albedo, m_sampler, frag.position / 5.0, normal, 10.0);
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//let metallic_roughness = textureSample(m_metallic_roughness, m_sampler, frag.tex_coords).bg;
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let metallic_roughness = TriSampler(m_metallic_roughness, m_sampler, frag.position / 5.0, normal, 10.0);
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let metallic = metallic_roughness.x;
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let roughness = metallic_roughness.y;
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var lum = vec3<f32>(0.0);
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for(var i = 0; i < 4; i = i + 1) {
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let light = point_lights.lights[i];
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let light_position = light.center.xyz - frag.position;
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let light_intensity = light.intensity.rgb;
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let light_direction = normalize(light_position);
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let radiance = light_intensity / dot(light_position, light_position);
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let reflected = BRDF(
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light_direction, normal, view,
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albedo, metallic, roughness
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);
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lum = lum + (radiance * reflected);
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}
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return vec4<f32>(lum, 1.0);
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}
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