struct Environment { ambient: vec4, light: vec4, dir: vec4, } struct Eye { // from camera to screen proj: mat4x4, // from screen to camera inv: mat4x4, // world to camera view: mat4x4, // camera transform frame: mat4x4, } // Vertex shader @group(0) @binding(0) var eye: Eye; @group(0) @binding(1) var environment: Environment; @group(0) @binding(2) var sky_sampler: sampler; @group(0) @binding(3) var sky_texture: texture_2d; struct VertexInput { @location(0) position: vec3, @location(1) normal: vec3, @location(2) tex_coords: vec2, } struct InstanceInput { @location(4) model_matrix_0: vec4, @location(5) model_matrix_1: vec4, @location(6) model_matrix_2: vec4, @location(7) model_matrix_3: vec4, @location(8) model_color: vec4, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, @location(1) color: vec4, @location(2) world_normal: vec3, @location(3) world_position: vec3, } @vertex fn vs_main( model: VertexInput, instance: InstanceInput, ) -> VertexOutput { var out: VertexOutput; let model_matrix = mat4x4( instance.model_matrix_0, instance.model_matrix_1, instance.model_matrix_2, instance.model_matrix_3, ); let model_rot_matrix = mat3x3( instance.model_matrix_0.xyz, instance.model_matrix_1.xyz, instance.model_matrix_2.xyz, ); out.tex_coords = model.tex_coords; out.color = instance.model_color; out.world_normal = model_rot_matrix * model.normal; var world_position: vec4 = model_matrix * vec4(model.position, 1.0); out.world_position = world_position.xyz; out.clip_position = eye.proj * eye.view * world_position; return out; } // Fragment shader @group(1) @binding(0) var s_diffuse: sampler; @group(1) @binding(1) var t_diffuse: texture_2d; @group(1) @binding(2) var t_normal: texture_2d; @group(1) @binding(3) var t_rough: texture_2d; fn sky_aspect(look: vec3) -> vec4 { var pi = 3.14159; let u_angle = atan2(look.x,look.z); let u = (u_angle/pi) + 0.5; // from -pi/2 -> pi/2 into 0 -> 1 let v_angle = atan2(-look.y,sqrt(look.x * look.x + look.z * look.z)); let v = (v_angle/pi) + 0.5;//(v_angle/pi) + 0.5; // from -pi/2 -> pi/2 into 0 -> 1 let uv = vec2(u,v); // Get UV on skybox return textureSample(sky_texture, sky_sampler, uv); } fn rotation(mat: mat4x4) -> mat3x3 { return mat3x3( mat[0].xyz, mat[1].xyz, mat[2].xyz, ); } fn translation(mat: mat4x4) -> vec4 { //return vec4(mat[0][3],mat[1][3],mat[2][3],mat[3][3]); return mat[3]; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { let object_color: vec4 = textureSample(t_diffuse, s_diffuse, in.tex_coords); let object_normal: vec4 = textureSample(t_normal, s_diffuse, in.tex_coords); let diffuse_color = object_color.xyz; let specular_color = vec3(0.0,0.0,0.0); let reflection = sky_aspect(reflect(normalize(in.world_position-translation(eye.frame).xyz),normalize(in.world_normal))); //let result = (environment.ambient.xyz + diffuse_color + specular_color) * object_color.xyz; //let light_dir = normalize(environment.dir.xyz); //let view_dir = normalize(eye.frame[3].xyz - in.world_position); //let half_dir = normalize(view_dir + light_dir); //let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0); //let diffuse_color = environment.light.xyz * diffuse_strength; //let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0); //let specular_color = specular_strength * environment.light.xyz; let result = (environment.ambient.xyz + diffuse_color.xyz + specular_color.xyz) * object_color.xyz; return vec4(reflection.xyz,object_color.a); } struct SkyOutput { @builtin(position) position: vec4, @location(0) pos: vec4 // unadulterated by WGSL } const TRI_VERTICES = array( vec4(-1.0, -1.0, 1.0, 1.0), vec4(-1.0, 1.0, 1.0, 1.0), vec4( 1.0, -1.0, 1.0, 1.0), vec4( 1.0, 1.0, 1.0, 1.0), vec4(-1.0, 1.0, 1.0, 1.0), vec4( 1.0, -1.0, 1.0, 1.0), ); @vertex fn vs_sky(@builtin(vertex_index) index: u32) -> SkyOutput { var out: SkyOutput; out.position = TRI_VERTICES[index]; out.pos = out.position; return out; } @fragment fn fs_sky(in: SkyOutput) -> @location(0) vec4 { let look = rotation(eye.frame) * in.pos.xyz; return sky_aspect(look); }