struct Environment { ambient: vec4, light: vec4, dir: vec4, } struct View { view: mat4x4, frame: mat4x4, } // Vertex shader @group(0) @binding(0) var view: View; @group(0) @binding(1) var environment: Environment; 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 = view.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; @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 tangent_normal = object_normal.xyz * 2.0 - 1.0; let light_dir = normalize(environment.dir.xyz); let view_dir = normalize(view.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(result.xyz,object_color.a); }