strafe-client/src/shader.wgsl

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WebGPU Shading Language
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struct SkyOutput {
@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
struct Data {
// from camera to screen
proj: mat4x4<f32>,
// from screen to camera
proj_inv: mat4x4<f32>,
// from world to camera
view: mat4x4<f32>,
// camera position
cam_pos: vec4<f32>,
};
@group(0)
@binding(0)
var<uniform> r_data: Data;
@vertex
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
// hacky way to draw a large triangle
let tmp1 = i32(vertex_index) / 2;
let tmp2 = i32(vertex_index) & 1;
let pos = vec4<f32>(
f32(tmp1) * 4.0 - 1.0,
f32(tmp2) * 4.0 - 1.0,
1.0,
1.0
);
// transposition = inversion for this orthonormal matrix
let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
let unprojected = r_data.proj_inv * pos;
var result: SkyOutput;
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result.sampledir = inv_model_view * unprojected.xyz;
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result.position = pos;
return result;
}
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struct GroundOutput {
@builtin(position) position: vec4<f32>,
@location(4) pos: vec3<f32>,
};
@vertex
fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
// hacky way to draw two triangles that make a square
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let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
let tmp2 = i32(vertex_index)&1;
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let pos = vec3<f32>(
f32(tmp1) * 2.0 - 1.0,
0.0,
f32(tmp2) * 2.0 - 1.0
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) * 160.0;
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var result: GroundOutput;
result.pos = pos;
result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
return result;
}
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struct EntityOutput {
@builtin(position) position: vec4<f32>,
@location(1) normal: vec3<f32>,
@location(3) view: vec3<f32>,
};
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struct EntityTransform {
matrix3: mat3x3<f32>,
translation: vec3<f32>,
};
@group(0)
@binding(3)
var<uniform> r_EntityTransforms: array<EntityTransform, 7>;
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@vertex
fn vs_entity(
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@builtin(instance_index) instance_index: u32,
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@location(0) pos: vec3<f32>,
@location(1) normal: vec3<f32>,
) -> EntityOutput {
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var position: vec3<f32> = r_EntityTransforms[instance_index].matrix3 * pos+r_EntityTransforms[instance_index].translation;
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var result: EntityOutput;
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result.normal = r_EntityTransforms[instance_index].matrix3 * normal;
result.view = position - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * vec4<f32>(position, 1.0);
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return result;
}
@group(0)
@binding(1)
var r_texture: texture_cube<f32>;
@group(0)
@binding(2)
var r_sampler: sampler;
@fragment
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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return textureSample(r_texture, r_sampler, vertex.sampledir);
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}
@fragment
fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
let incident = normalize(vertex.view);
let normal = normalize(vertex.normal);
let reflected = incident - 2.0 * dot(normal, incident) * normal;
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
}
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fn modulo_euclidean (a: f32, b: f32) -> f32 {
var m = a % b;
if (m < 0.0) {
if (b < 0.0) {
m -= b;
} else {
m += b;
}
}
return m;
}
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@fragment
fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
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return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
}