Pool/src/assets/SimpleShader.wgsl

163 lines
4.6 KiB
WebGPU Shading Language

struct Environment {
ambient: vec4<f32>,
light: vec4<f32>,
dir: vec4<f32>,
}
struct Eye {
// from camera to screen
proj: mat4x4<f32>,
// from screen to camera
inv: mat4x4<f32>,
// world to camera
view: mat4x4<f32>,
// camera transform
frame: mat4x4<f32>,
}
// Vertex shader
@group(0) @binding(0)
var<uniform> eye: Eye;
@group(0) @binding(1)
var<uniform> environment: Environment;
@group(0) @binding(2)
var sky_sampler: sampler;
@group(0) @binding(3)
var sky_texture: texture_2d<f32>;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) tex_coords: vec2<f32>,
}
struct InstanceInput {
@location(4) model_matrix_0: vec4<f32>,
@location(5) model_matrix_1: vec4<f32>,
@location(6) model_matrix_2: vec4<f32>,
@location(7) model_matrix_3: vec4<f32>,
@location(8) model_color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) world_normal: vec3<f32>,
@location(3) world_position: vec3<f32>,
}
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
let model_rot_matrix = mat3x3<f32>(
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<f32> = model_matrix * vec4<f32>(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<f32>;
@group(1) @binding(2)
var t_normal: texture_2d<f32>;
@group(1) @binding(3)
var t_rough: texture_2d<f32>;
fn sky_aspect(look: vec3<f32>) -> vec4<f32> {
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<f32>(u,v); // Get UV on skybox
return textureSample(sky_texture, sky_sampler, uv);
}
fn rotation(mat: mat4x4<f32>) -> mat3x3<f32> {
return mat3x3<f32>(
mat[0].xyz,
mat[1].xyz,
mat[2].xyz,
);
}
fn translation(mat: mat4x4<f32>) -> vec4<f32> {
//return vec4<f32>(mat[0][3],mat[1][3],mat[2][3],mat[3][3]);
return mat[3];
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let object_normal: vec4<f32> = textureSample(t_normal, s_diffuse, in.tex_coords);
let diffuse_color = object_color.xyz;
let specular_color = vec3<f32>(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<f32>(reflection.xyz,object_color.a);
}
struct SkyOutput {
@builtin(position) position: vec4<f32>,
@location(0) pos: vec4<f32> // 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<f32> {
let look = rotation(eye.frame) * in.pos.xyz;
return sky_aspect(look);
}