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