forked from StrafesNET/strafe-client
111 lines
3.1 KiB
WebGPU Shading Language
111 lines
3.1 KiB
WebGPU Shading Language
struct Camera {
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// from camera to screen
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proj: mat4x4<f32>,
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// from screen to camera
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proj_inv: mat4x4<f32>,
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// from world to camera
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view: mat4x4<f32>,
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// camera position
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cam_pos: vec4<f32>,
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};
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//group 0 is the camera
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@group(0)
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@binding(0)
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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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fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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// hacky way to draw a large triangle
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let tmp1 = i32(vertex_index) / 2;
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let tmp2 = i32(vertex_index) & 1;
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let pos = vec4<f32>(
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f32(tmp1) * 4.0 - 1.0,
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f32(tmp2) * 4.0 - 1.0,
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1.0,
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1.0
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);
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// transposition = inversion for this orthonormal matrix
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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 = camera.proj_inv * pos;
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var result: SkyOutput;
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result.sampledir = inv_model_view * unprojected.xyz;
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result.position = pos;
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return result;
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}
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struct ModelInstance{
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model_transform:mat4x4<f32>,
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color:vec4<f32>,
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}
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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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//group 1 is the model
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const MAX_MODEL_INSTANCES=4096;
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@group(1)
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@binding(0)
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var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
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@group(1)
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@binding(1)
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var model_texture: texture_2d<f32>;
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@group(1)
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@binding(2)
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var model_sampler: sampler;
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struct EntityOutputTexture {
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@builtin(position) position: vec4<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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@location(4) color: vec4<f32>,
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};
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@vertex
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fn vs_entity_texture(
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@builtin(instance_index) instance: u32,
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@location(0) pos: vec3<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) color: vec4<f32>,
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) -> EntityOutputTexture {
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var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
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var result: EntityOutputTexture;
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result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
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result.texture = texture;
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result.color = model_instances[instance].color * color;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.position = camera.proj * camera.view * position;
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return result;
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}
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//group 2 is the skybox texture
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@group(2)
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@binding(0)
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var cube_texture: texture_cube<f32>;
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@group(2)
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@binding(1)
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var cube_sampler: sampler;
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@fragment
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fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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return textureSample(cube_texture, model_sampler, vertex.sampledir);
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}
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@fragment
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fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
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let incident = normalize(vertex.view);
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let normal = normalize(vertex.normal);
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let d = dot(normal, incident);
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let reflected = incident - 2.0 * d * normal;
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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return mix(vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
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}
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