forked from StrafesNET/strafe-client
113 lines
3.3 KiB
WebGPU Shading Language
113 lines
3.3 KiB
WebGPU Shading Language
struct Camera {
|
|
// 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 is the camera
|
|
@group(0)
|
|
@binding(0)
|
|
var<uniform> camera: Camera;
|
|
|
|
struct SkyOutput {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) sampledir: vec3<f32>,
|
|
};
|
|
|
|
@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>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
|
|
let unprojected = camera.proj_inv * pos;
|
|
|
|
var result: SkyOutput;
|
|
result.sampledir = inv_model_view * unprojected.xyz;
|
|
result.position = pos;
|
|
return result;
|
|
}
|
|
|
|
struct ModelInstance{
|
|
model_transform:mat4x4<f32>,
|
|
color:vec4<f32>,
|
|
}
|
|
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
|
//the texture transform then maps the texture coordinates to the location of the specific texture
|
|
//group 1 is the model
|
|
const MAX_MODEL_INSTANCES=4096;
|
|
@group(2)
|
|
@binding(0)
|
|
var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
|
|
@group(2)
|
|
@binding(1)
|
|
var model_texture: texture_2d<f32>;
|
|
@group(2)
|
|
@binding(2)
|
|
var model_sampler: sampler;
|
|
|
|
struct EntityOutputTexture {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(1) texture: vec2<f32>,
|
|
@location(2) normal: vec3<f32>,
|
|
@location(3) view: vec3<f32>,
|
|
@location(4) color: vec4<f32>,
|
|
@location(5) @interpolate(flat) model_color: vec4<f32>,
|
|
};
|
|
@vertex
|
|
fn vs_entity_texture(
|
|
@builtin(instance_index) instance: u32,
|
|
@location(0) pos: vec3<f32>,
|
|
@location(1) texture: vec2<f32>,
|
|
@location(2) normal: vec3<f32>,
|
|
@location(3) color: vec4<f32>,
|
|
) -> EntityOutputTexture {
|
|
var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
|
|
var result: EntityOutputTexture;
|
|
result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
|
|
result.texture = texture;
|
|
result.color = color;
|
|
result.model_color = model_instances[instance].color;
|
|
result.view = position.xyz - camera.cam_pos.xyz;
|
|
result.position = camera.proj * camera.view * position;
|
|
return result;
|
|
}
|
|
|
|
//group 2 is the skybox texture
|
|
@group(1)
|
|
@binding(0)
|
|
var cube_texture: texture_cube<f32>;
|
|
@group(1)
|
|
@binding(1)
|
|
var cube_sampler: sampler;
|
|
|
|
@fragment
|
|
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
|
return textureSample(cube_texture, cube_sampler, vertex.sampledir);
|
|
}
|
|
|
|
@fragment
|
|
fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
|
let incident = normalize(vertex.view);
|
|
let normal = normalize(vertex.normal);
|
|
let d = dot(normal, incident);
|
|
let reflected = incident - 2.0 * d * normal;
|
|
|
|
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
|
|
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
|
|
return mix(vec4<f32>(vec3<f32>(0.05) + 0.2 * reflected_color,1.0),mix(vertex.model_color,vec4<f32>(fragment_color.rgb,1.0),fragment_color.a),1.0-pow(1.0-abs(d),2.0));
|
|
}
|