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140 lines
4.2 KiB
Plaintext
140 lines
4.2 KiB
Plaintext
// Vertex shader
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struct Camera {
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view_pos: vec4<f32>,
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view: mat4x4<f32>,
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view_proj: mat4x4<f32>,
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inv_proj: mat4x4<f32>,
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inv_view: 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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@location(3) tangent: vec3<f32>,
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@location(4) bitangent: 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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// Updated!
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@location(1) world_position: vec3<f32>,
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@location(2) world_view_position: vec3<f32>,
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@location(3) world_light_position: vec3<f32>,
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@location(4) world_normal: vec3<f32>,
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@location(5) world_tangent: vec3<f32>,
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@location(6) world_bitangent: vec3<f32>,
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}
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@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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// UPDATED!
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let world_position = 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.world_normal = normalize(normal_matrix * model.normal);
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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_position = world_position.xyz;
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out.world_view_position = camera.view_pos.xyz;
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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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@group(0)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(0) @binding(3)
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var s_normal: sampler;
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@group(3)
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@binding(0)
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var env_map: texture_cube<f32>;
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@group(3)
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@binding(1)
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var env_sampler: sampler;
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@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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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
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// NEW!
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// Adjust the tangent and bitangent using the Gramm-Schmidt process
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// This makes sure that they are perpedicular to each other and the
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// normal of the surface.
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let world_tangent = normalize(in.world_tangent - dot(in.world_tangent, in.world_normal) * in.world_normal);
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let world_bitangent = cross(world_tangent, in.world_normal);
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// Convert the normal sample to world space
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let TBN = mat3x3(
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world_tangent,
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world_bitangent,
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in.world_normal,
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);
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let tangent_normal = object_normal.xyz * 2.0 - 1.0;
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let world_normal = TBN * tangent_normal;
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// Create the lighting vectors
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let light_dir = normalize(light.position - in.world_position);
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let view_dir = normalize(in.world_view_position - in.world_position);
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let half_dir = normalize(view_dir + light_dir);
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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(world_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * light.color;
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// NEW!
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// Calculate reflections
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let world_reflect = reflect(-view_dir, world_normal);
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let reflection = textureSample(env_map, env_sampler, world_reflect).rgb;
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let shininess = 0.1;
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// let result = (diffuse_color + specular_color) * object_color.xyz + reflection * shininess;
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let result = reflection;
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return vec4<f32>(result, object_color.a);
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} |