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learn-wgpu/code/intermediate/wip-terrain/src/shader.wgsl

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// Vertex shader
struct Camera {
view_pos: vec4<f32>,
view_proj: mat4x4<f32>,
}
@group(1) @binding(0)
var<uniform> camera: Camera;
struct Light {
position: vec3<f32>,
color: vec3<f32>,
}
@group(2) @binding(0)
var<uniform> light: Light;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) tangent: vec3<f32>,
@location(4) bitangent: vec3<f32>,
}
struct InstanceInput {
@location(5) model_matrix_0: vec4<f32>,
@location(6) model_matrix_1: vec4<f32>,
@location(7) model_matrix_2: vec4<f32>,
@location(8) model_matrix_3: vec4<f32>,
@location(9) normal_matrix_0: vec3<f32>,
@location(10) normal_matrix_1: vec3<f32>,
@location(11) normal_matrix_2: vec3<f32>,
}
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>,
}
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
let normal_matrix = mat3x3<f32>(
instance.normal_matrix_0,
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);
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;
return out;
}
// Fragment shader
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0)@binding(1)
var s_diffuse: sampler;
@group(0)@binding(2)
var t_normal: texture_2d<f32>;
@group(0) @binding(3)
var s_normal: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
// We don't need (or want) much ambient light, so 0.1 is fine
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 half_dir = normalize(view_dir + light_dir);
let diffuse_strength = max(dot(tangent_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_color = specular_strength * light.color;
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
return vec4<f32>(result, object_color.a);
}