forked from StrafesNET/strafe-client
split main bind group, rename everything, organize GraphicsData
This commit is contained in:
parent
acb658f3e9
commit
01153fc929
132
src/main.rs
132
src/main.rs
@ -113,20 +113,35 @@ impl Camera {
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}
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}
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}
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}
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pub struct Skybox {
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pub struct SamplerBindGroups {
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clamp: wgpu::BindGroup,
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}
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pub struct GraphicsBindGroups {
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camera: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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sampler: SamplerBindGroups,
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}
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pub struct GraphicsPipelines {
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skybox: wgpu::RenderPipeline,
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entity: wgpu::RenderPipeline,
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}
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pub struct GraphicsData {
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start_time: std::time::Instant,
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start_time: std::time::Instant,
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camera: Camera,
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camera: Camera,
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physics: strafe_client::body::PhysicsState,
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physics: strafe_client::body::PhysicsState,
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sky_pipeline: wgpu::RenderPipeline,
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pipelines: GraphicsPipelines,
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entity_pipeline: wgpu::RenderPipeline,
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bind_groups: GraphicsBindGroups,
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main_bind_group: wgpu::BindGroup,
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camera_buf: wgpu::Buffer,
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camera_buf: wgpu::Buffer,
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models: Vec<ModelGraphics>,
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models: Vec<ModelGraphics>,
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depth_view: wgpu::TextureView,
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depth_view: wgpu::TextureView,
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staging_belt: wgpu::util::StagingBelt,
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staging_belt: wgpu::util::StagingBelt,
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}
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}
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impl Skybox {
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impl GraphicsData {
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
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fn create_depth_texture(
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fn create_depth_texture(
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@ -211,7 +226,7 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,data:obj::ObjDat
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}
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}
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}
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}
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impl strafe_client::framework::Example for Skybox {
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impl strafe_client::framework::Example for GraphicsData {
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fn optional_features() -> wgpu::Features {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::TEXTURE_COMPRESSION_ASTC
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wgpu::Features::TEXTURE_COMPRESSION_ASTC
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| wgpu::Features::TEXTURE_COMPRESSION_ETC2
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| wgpu::Features::TEXTURE_COMPRESSION_ETC2
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@ -258,7 +273,7 @@ impl strafe_client::framework::Example for Skybox {
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modeldatas[2].transforms[0]=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
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modeldatas[2].transforms[0]=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
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modeldatas[3].transforms[0]=glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0));
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modeldatas[3].transforms[0]=glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0));
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let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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label: None,
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entries: &[
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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@ -271,8 +286,13 @@ impl strafe_client::framework::Example for Skybox {
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},
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},
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count: None,
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count: None,
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},
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},
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],
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});
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let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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@ -281,8 +301,13 @@ impl strafe_client::framework::Example for Skybox {
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},
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},
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count: None,
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count: None,
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},
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},
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],
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});
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let texture_filter_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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count: None,
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@ -377,7 +402,12 @@ impl strafe_client::framework::Example for Skybox {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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label: None,
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bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
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bind_group_layouts: &[
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&camera_bind_group_layout,
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&model_bind_group_layout,
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&skybox_texture_bind_group_layout,
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&texture_filter_bind_group_layout,
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],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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@ -414,7 +444,7 @@ impl strafe_client::framework::Example for Skybox {
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layout: Some(&pipeline_layout),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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module: &shader,
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module: &shader,
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entry_point: "vs_entity",
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entry_point: "vs_entity_texture",
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buffers: &[wgpu::VertexBufferLayout {
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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step_mode: wgpu::VertexStepMode::Vertex,
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@ -423,7 +453,7 @@ impl strafe_client::framework::Example for Skybox {
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},
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},
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fragment: Some(wgpu::FragmentState {
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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module: &shader,
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entry_point: "fs_entity",
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entry_point: "fs_entity_texture",
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targets: &[Some(config.view_formats[0].into())],
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targets: &[Some(config.view_formats[0].into())],
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}),
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}),
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primitive: wgpu::PrimitiveState {
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primitive: wgpu::PrimitiveState {
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@ -441,8 +471,8 @@ impl strafe_client::framework::Example for Skybox {
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multiview: None,
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multiview: None,
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});
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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label: Some("Clamp Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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@ -502,9 +532,9 @@ impl strafe_client::framework::Example for Skybox {
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_ => unreachable!(),
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_ => unreachable!(),
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};
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};
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let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
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let skybox_image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
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let texture = device.create_texture_with_data(
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let skybox_texture = device.create_texture_with_data(
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queue,
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queue,
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&wgpu::TextureDescriptor {
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&wgpu::TextureDescriptor {
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size,
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size,
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@ -513,45 +543,67 @@ impl strafe_client::framework::Example for Skybox {
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dimension: wgpu::TextureDimension::D2,
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dimension: wgpu::TextureDimension::D2,
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format: skybox_format,
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format: skybox_format,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: None,
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label: Some("Skybox Texture"),
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view_formats: &[],
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view_formats: &[],
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},
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},
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&image.data,
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&skybox_image.data,
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);
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);
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor {
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let skybox_texture_view = skybox_texture.create_view(&wgpu::TextureViewDescriptor {
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label: None,
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label: Some("Skybox Texture View"),
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dimension: Some(wgpu::TextureViewDimension::Cube),
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dimension: Some(wgpu::TextureViewDimension::Cube),
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..wgpu::TextureViewDescriptor::default()
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..wgpu::TextureViewDescriptor::default()
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});
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});
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let main_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &main_bind_group_layout,
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[
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entries: &[
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 0,
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resource: camera_buf.as_entire_binding(),
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resource: camera_buf.as_entire_binding(),
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},
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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],
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label: Some("Camera"),
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label: Some("Camera"),
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});
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});
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let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &skybox_texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
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},
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],
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label: Some("Sky Texture"),
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});
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let clamp_sampler_texture_filter_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_filter_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Sampler(&clamp_sampler),
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},
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],
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label: Some("Clamp Sampler Bind Group"),
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});
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let depth_view = Self::create_depth_texture(config, device);
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let depth_view = Self::create_depth_texture(config, device);
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Skybox {
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GraphicsData {
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start_time: Instant::now(),
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start_time: Instant::now(),
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camera,
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camera,
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physics,
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physics,
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sky_pipeline,
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pipelines:GraphicsPipelines{
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entity_pipeline,
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skybox:sky_pipeline,
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main_bind_group,
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entity:entity_pipeline
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},
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bind_groups:GraphicsBindGroups{
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camera:camera_bind_group,
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skybox_texture:skybox_texture_bind_group,
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sampler:SamplerBindGroups{
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clamp:clamp_sampler_texture_filter_bind_group,
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}
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},
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camera_buf,
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camera_buf,
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models,
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models,
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depth_view,
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depth_view,
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@ -722,9 +774,11 @@ impl strafe_client::framework::Example for Skybox {
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}),
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}),
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});
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});
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rpass.set_bind_group(0, &self.main_bind_group, &[]);
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rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
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rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
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rpass.set_bind_group(3, &self.bind_groups.sampler.repeat, &[]);
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rpass.set_pipeline(&self.entity_pipeline);
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rpass.set_pipeline(&self.pipelines.entity);
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for model in self.models.iter() {
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for model in self.models.iter() {
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rpass.set_bind_group(1, &model.bind_group, &[]);
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rpass.set_bind_group(1, &model.bind_group, &[]);
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rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
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rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
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@ -735,7 +789,9 @@ impl strafe_client::framework::Example for Skybox {
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}
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}
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}
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}
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rpass.set_pipeline(&self.sky_pipeline);
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rpass.set_pipeline(&self.pipelines.skybox);
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rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
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rpass.set_bind_group(3, &self.bind_groups.sampler.clamp, &[]);
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rpass.draw(0..3, 0..1);
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rpass.draw(0..3, 0..1);
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}
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}
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@ -746,7 +802,7 @@ impl strafe_client::framework::Example for Skybox {
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}
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}
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fn main() {
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fn main() {
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strafe_client::framework::run::<Skybox>(
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strafe_client::framework::run::<GraphicsData>(
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format!("Strafe Client v{}",
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format!("Strafe Client v{}",
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env!("CARGO_PKG_VERSION")
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env!("CARGO_PKG_VERSION")
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).as_str()
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).as_str()
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@ -1,9 +1,4 @@
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struct SkyOutput {
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struct Camera {
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@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
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struct Data {
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// from camera to screen
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// from camera to screen
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proj: mat4x4<f32>,
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proj: mat4x4<f32>,
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// from screen to camera
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// from screen to camera
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@ -15,7 +10,12 @@ struct Data {
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};
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};
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@group(0)
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@group(0)
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@binding(0)
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@binding(0)
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var<uniform> r_data: Data;
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var<uniform> camera: Camera;
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struct SkyOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
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@vertex
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@vertex
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fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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@ -30,8 +30,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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);
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);
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// transposition = inversion for this orthonormal matrix
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// transposition = inversion for this orthonormal matrix
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let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
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let inv_model_view = transpose(mat3x3<f32>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
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let unprojected = r_data.proj_inv * pos;
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let unprojected = camera.proj_inv * pos;
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var result: SkyOutput;
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var result: SkyOutput;
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result.sampledir = inv_model_view * unprojected.xyz;
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result.sampledir = inv_model_view * unprojected.xyz;
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@ -39,7 +39,7 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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return result;
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return result;
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}
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}
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struct EntityOutput {
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struct EntityOutputTexture {
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@builtin(position) position: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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@location(1) texture: vec2<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(2) normal: vec3<f32>,
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@ -48,45 +48,52 @@ struct EntityOutput {
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const MAX_ENTITY_INSTANCES=1024;
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const MAX_ENTITY_INSTANCES=1024;
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@group(1)
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@group(1)
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@binding(0)
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@binding(0)
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var<uniform> r_EntityTransform: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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//var<uniform> entity_texture_transforms: array<mat3x3<f32>,MAX_ENTITY_INSTANCES>;
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//how to do no texture?
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@vertex
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@vertex
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fn vs_entity(
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fn vs_entity_texture(
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@builtin(instance_index) instance: u32,
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@builtin(instance_index) instance: u32,
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@location(0) pos: vec3<f32>,
|
@location(0) pos: vec3<f32>,
|
||||||
@location(1) texture: vec2<f32>,
|
@location(1) texture: vec2<f32>,
|
||||||
@location(2) normal: vec3<f32>,
|
@location(2) normal: vec3<f32>,
|
||||||
) -> EntityOutput {
|
) -> EntityOutputTexture {
|
||||||
var position: vec4<f32> = r_EntityTransform[instance] * vec4<f32>(pos, 1.0);
|
var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
|
||||||
var result: EntityOutput;
|
var result: EntityOutputTexture;
|
||||||
result.normal = (r_EntityTransform[instance] * vec4<f32>(normal, 0.0)).xyz;
|
result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
|
||||||
result.texture=texture;
|
result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
|
||||||
result.view = position.xyz - r_data.cam_pos.xyz;
|
result.view = position.xyz - camera.cam_pos.xyz;
|
||||||
result.position = r_data.proj * r_data.view * position;
|
result.position = camera.proj * camera.view * position;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
@group(0)
|
//group 2 is texture bindings
|
||||||
@binding(1)
|
@group(2)
|
||||||
var r_texture: texture_cube<f32>;
|
@binding(0)
|
||||||
@group(0)
|
var cube_texture: texture_cube<f32>;
|
||||||
@binding(2)
|
|
||||||
var r_sampler: sampler;
|
//group 3 is texture sampler
|
||||||
|
@group(3)
|
||||||
|
@binding(0)
|
||||||
|
var texture_sampler: sampler;
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
||||||
return textureSample(r_texture, r_sampler, vertex.sampledir);
|
return textureSample(cube_texture, texture_sampler, vertex.sampledir);
|
||||||
}
|
}
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
|
fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
||||||
let incident = normalize(vertex.view);
|
let incident = normalize(vertex.view);
|
||||||
let normal = normalize(vertex.normal);
|
let normal = normalize(vertex.normal);
|
||||||
let d = dot(normal, incident);
|
let d = dot(normal, incident);
|
||||||
let reflected = incident - 2.0 * d * normal;
|
let reflected = incident - 2.0 * d * normal;
|
||||||
|
|
||||||
let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
|
let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
|
||||||
let texture_color = textureSample(r_texture, r_sampler, dir).rgb;
|
let fragment_color = textureSample(cube_texture, texture_sampler, dir).rgb;
|
||||||
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
let reflected_color = textureSample(cube_texture, texture_sampler, reflected).rgb;
|
||||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user