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92 lines
2.7 KiB
Plaintext
92 lines
2.7 KiB
Plaintext
// Vertex shader
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struct Camera {
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view_pos: vec4<f32>;
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>;
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color: vec3<f32>;
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};
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[[group(2), binding(0)]]
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var<uniform> light: Light;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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[[location(2)]] normal: vec3<f32>;
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};
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struct InstanceInput {
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[[location(5)]] model_matrix_0: vec4<f32>;
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[[location(6)]] model_matrix_1: vec4<f32>;
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[[location(7)]] model_matrix_2: vec4<f32>;
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[[location(8)]] model_matrix_3: vec4<f32>;
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[[location(9)]] normal_matrix_0: vec3<f32>;
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[[location(10)]] normal_matrix_1: vec3<f32>;
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[[location(11)]] normal_matrix_2: vec3<f32>;
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};
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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)]] world_normal: vec3<f32>;
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[[location(2)]] world_position: vec3<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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let normal_matrix = mat3x3<f32>(
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instance.normal_matrix_0,
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instance.normal_matrix_1,
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instance.normal_matrix_2,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.world_normal = normal_matrix * model.normal;
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var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.clip_position = camera.view_proj * world_position;
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return out;
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}
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// Fragment shader
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[[group(0), binding(0)]]
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_diffuse: sampler;
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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// We don't need (or want) much ambient light, so 0.1 is fine
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let ambient_strength = 0.1;
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let ambient_color = light.color * ambient_strength;
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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(in.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(in.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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} |