give the checkerboard "reflections"

This commit is contained in:
Quaternions 2023-09-06 19:15:50 -07:00
parent 34bfeab267
commit 67c4aa07ab

View File

@ -98,8 +98,14 @@ fn vs_entity(
return result; return result;
} }
struct SquareOutput {
@builtin(position) position: vec4<f32>,
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
@location(4) pos: vec3<f32>,
};
@vertex @vertex
fn vs_square(@builtin(vertex_index) vertex_index: u32) -> GroundOutput { fn vs_square(@builtin(vertex_index) vertex_index: u32) -> SquareOutput {
// hacky way to draw two triangles that make a square // hacky way to draw two triangles that make a square
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3; let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
let tmp2 = i32(vertex_index)&1; let tmp2 = i32(vertex_index)&1;
@ -109,8 +115,10 @@ fn vs_square(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
0.0 0.0
); );
var result: GroundOutput; var result: SquareOutput;
result.normal = vec3<f32>(0.0,0.0,1.0);
result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz; result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
result.view = result.pos - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0); result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
return result; return result;
} }
@ -159,14 +167,22 @@ fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
} }
@fragment @fragment
fn fs_checkered(vertex: GroundOutput) -> @location(0) vec4<f32> { fn fs_checkered(vertex: SquareOutput) -> @location(0) vec4<f32> {
let voxel_parity: f32 = f32( let voxel_parity: f32 = f32(
u32(modulo_euclidean(vertex.pos.x,2.0)<1.0) u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0) ^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0) //^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
); );
return vec4<f32>(vec3<f32>(1.0)*voxel_parity, 1.0);
let incident = normalize(vertex.view);
let normal = normalize(vertex.normal);
let d = dot(normal, incident);
let reflected = incident - 2.0 * d * normal;
let texture_color = vec3<f32>(1.0)*voxel_parity;
let reflected_color = textureSample(r_texture, r_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);
} }
@fragment @fragment
fn fs_overwrite(vertex: GroundOutput) {} fn fs_overwrite(vertex: SquareOutput) {}