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learn-wgpu/code/intermediate/tutorial10-lighting/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>;
};
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)]] world_normal: vec3<f32>;
[[location(2)]] world_position: vec3<f32>;
};
[[stage(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,
);
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.world_normal = normal_matrix * model.normal;
var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
out.world_position = world_position.xyz;
out.clip_position = camera.view_proj * world_position;
return out;
}
// Fragment shader
[[group(0), binding(0)]]
var t_diffuse: texture_2d<f32>;
[[group(0), binding(1)]]
var s_diffuse: sampler;
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, 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;
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(in.world_normal, light_dir), 0.0);
let diffuse_color = light.color * diffuse_strength;
let specular_strength = pow(max(dot(in.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);
}