tangent basis

pull/447/head
ibrahim Sağıroğlu 1 year ago committed by GitHub
parent eec4884938
commit d2f87ba3b8
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GPG Key ID: 4AEE18F83AFDEB23

@ -34,9 +34,11 @@ struct InstanceInput {
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) tangent_position: vec3<f32>,
@location(2) tangent_light_position: vec3<f32>,
@location(3) tangent_view_position: vec3<f32>,
@location(1) world_position: vec3<f32>,
@location(2) world_tangent: vec3<f32>,
@location(3) world_bitangent: vec3<f32>,
@location(4) world_normal: vec3<f32>,
}
@vertex
@ -55,25 +57,16 @@ fn vs_main(
instance.normal_matrix_1,
instance.normal_matrix_2,
);
// Construct the tangent matrix
let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
let world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
var out: VertexOutput;
out.clip_position = camera.view_proj * world_position;
out.tex_coords = model.tex_coords;
out.tangent_position = tangent_matrix * world_position.xyz;
out.tangent_view_position = tangent_matrix * camera.view_pos.xyz;
out.tangent_light_position = tangent_matrix * light.position;
out.world_position = world_position.xyz;
out.world_tangent = normalize(normal_matrix * model.tangent);
out.world_bitangent = normalize(normal_matrix * model.bitangent);
out.world_normal = normalize(normal_matrix * model.normal);
return out;
}
@ -97,19 +90,19 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let ambient_strength = 0.1;
let ambient_color = light.color * ambient_strength;
// Create the lighting vectors
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
let light_dir = normalize(in.tangent_light_position - in.tangent_position);
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
let tangent_basis = mat3x3<f32>(in.world_tangent, in.world_bitangent, in.world_normal);
let world_normal = tangent_basis * (object_normal.xyz * 2.0 - 1.0);
let light_dir = normalize(light.position - in.world_position);
let view_dir = normalize(camera.view_pos.xyz - in.world_position);
let half_dir = normalize(view_dir + light_dir);
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
let diffuse_strength = max(dot(world_normal, light_dir), 0.0);
let diffuse_color = light.color * diffuse_strength;
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
let specular_strength = pow(max(dot(world_normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color;
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
return vec4<f32>(result, object_color.a);
}
}

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