strafe-client/src/shader.wgsl

92 lines
2.4 KiB
WebGPU Shading Language
Raw Normal View History

2023-08-30 01:20:58 +00:00
struct SkyOutput {
2023-09-06 21:39:44 +00:00
@builtin(position) position: vec4<f32>,
@location(0) sampledir: vec3<f32>,
2023-08-30 01:20:58 +00:00
};
struct Data {
2023-09-06 21:39:44 +00:00
// 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>,
2023-08-30 01:20:58 +00:00
};
@group(0)
@binding(0)
var<uniform> r_data: Data;
@vertex
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
2023-09-06 21:39:44 +00:00
// 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;
result.sampledir = inv_model_view * unprojected.xyz;
result.position = pos;
return result;
2023-08-30 01:20:58 +00:00
}
struct EntityOutput {
2023-09-06 21:39:44 +00:00
@builtin(position) position: vec4<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
2023-08-30 01:20:58 +00:00
};
2023-09-05 19:22:38 +00:00
@group(1)
@binding(0)
2023-09-05 20:05:40 +00:00
var<uniform> r_EntityTransform: mat4x4<f32>;
2023-09-01 21:59:42 +00:00
2023-08-30 01:20:58 +00:00
@vertex
fn vs_entity(
2023-09-06 21:39:44 +00:00
@location(0) pos: vec3<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
2023-08-30 01:20:58 +00:00
) -> EntityOutput {
2023-09-06 21:39:44 +00:00
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
var result: EntityOutput;
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
result.texture=texture;
result.view = position.xyz - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * position;
return result;
2023-08-30 01:20:58 +00:00
}
@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> {
2023-09-06 21:39:44 +00:00
return textureSample(r_texture, r_sampler, vertex.sampledir);
2023-08-30 01:20:58 +00:00
}
@fragment
fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
2023-09-06 21:39:44 +00:00
let incident = normalize(vertex.view);
let normal = normalize(vertex.normal);
let d = dot(normal, incident);
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 texture_color = textureSample(r_texture, r_sampler, dir).rgb;
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);
2023-08-30 01:20:58 +00:00
}