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Original file line number | Diff line number | Diff line change |
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@@ -1,81 +1,74 @@ | ||
struct Camera { | ||
view_pos: vec4<f32>, | ||
view_proj: mat4x4<f32>, | ||
viewPos: vec4<f32>, | ||
viewProj: mat4x4<f32>, | ||
}; | ||
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@group(1) @binding(0) | ||
var<uniform> camera: Camera; | ||
@group(1) @binding(0) var<uniform> camera: Camera; | ||
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struct Light { | ||
position: vec3<f32>, | ||
color: vec3<f32>, | ||
} | ||
@group(2) @binding(0) | ||
var<uniform> light: Light; | ||
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@group(2) @binding(0) var<uniform> light: Light; | ||
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struct VertexInput { | ||
@location(0) position: vec3<f32>, | ||
@location(1) tex_coords: vec2<f32>, | ||
@location(1) texCoords: vec2<f32>, | ||
@location(2) normal: vec3<f32>, | ||
}; | ||
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struct InstanceInput { | ||
@location(5) model_matrix_0: vec4<f32>, | ||
@location(6) model_matrix_1: vec4<f32>, | ||
@location(7) model_matrix_2: vec4<f32>, | ||
@location(8) model_matrix_3: vec4<f32>, | ||
@location(9) normal_matrix_0: vec3<f32>, | ||
@location(10) normal_matrix_1: vec3<f32>, | ||
@location(11) normal_matrix_2: vec3<f32>, | ||
@location(5) modelMatrix0: vec4<f32>, | ||
@location(6) modelMatrix1: vec4<f32>, | ||
@location(7) modelMatrix2: vec4<f32>, | ||
@location(8) modelMatrix3: vec4<f32>, | ||
@location(9) normalMatrix0: vec3<f32>, | ||
@location(10) normalMatrix1: vec3<f32>, | ||
@location(11) normalMatrix2: vec3<f32>, | ||
} | ||
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struct VertexOutput { | ||
@builtin(position) clip_position: vec4<f32>, | ||
@location(0) tex_coords: vec2<f32>, | ||
@location(1) world_normal: vec3<f32>, | ||
@location(2) world_position: vec3<f32>, | ||
@builtin(position) clipPosition: vec4<f32>, | ||
@location(0) texCoords: vec2<f32>, | ||
@location(1) worldNormal: vec3<f32>, | ||
@location(2) worldPosition: vec3<f32>, | ||
} | ||
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@vertex | ||
fn vs_main(model: VertexInput, instance: InstanceInput) -> VertexOutput { | ||
let model_matrix = mat4x4<f32>( | ||
instance.model_matrix_0, | ||
instance.model_matrix_1, | ||
instance.model_matrix_2, | ||
instance.model_matrix_3, | ||
fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VertexOutput { | ||
let modelMatrix = mat4x4<f32>( | ||
instance.modelMatrix0, instance.modelMatrix1, | ||
instance.modelMatrix2, instance.modelMatrix3, | ||
); | ||
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let normal_matrix = mat3x3<f32>( | ||
instance.normal_matrix_0, | ||
instance.normal_matrix_1, | ||
instance.normal_matrix_2, | ||
let normalMatrix = mat3x3<f32>( | ||
instance.normalMatrix0, instance.normalMatrix1, instance.normalMatrix2, | ||
); | ||
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var out: VertexOutput; | ||
var output: VertexOutput; | ||
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out.tex_coords = model.tex_coords; | ||
out.world_normal = normal_matrix * model.normal; | ||
out.world_position = (model_matrix * vec4<f32>(model.position, 1.0)).xyz; | ||
out.clip_position = camera.view_proj * vec4<f32>(out.world_position, 1.0); | ||
output.texCoords = vertex.texCoords; | ||
output.worldNormal = normalMatrix * vertex.normal; | ||
output.worldPosition = (modelMatrix * vec4<f32>(vertex.position, 1.0)).xyz; | ||
output.clipPosition = camera.viewProj * vec4<f32>(output.worldPosition, 1.0); | ||
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return out; | ||
return output; | ||
} | ||
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// Fragment shader | ||
@group(0) @binding(0) | ||
var t_diffuse: texture_2d<f32>; | ||
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@group(0)@binding(1) | ||
var s_diffuse: sampler; | ||
@group(0) @binding(0) var tDiffuse: texture_2d<f32>; | ||
@group(0) @binding(1) var sDiffuse: sampler; | ||
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@fragment | ||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { | ||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords); | ||
let light_dir = normalize(light.position - in.world_position); | ||
let ambient_color = 0.1 * light.color; | ||
let diffuse_color = light.color * max(dot(in.world_normal, light_dir), 0.0); | ||
let half_dir = normalize(normalize(camera.view_pos.xyz - in.world_position) + light_dir); | ||
let specular_color = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0) * light.color; | ||
fn fs_main(fragmentInput: VertexOutput) -> @location(0) vec4<f32> { | ||
let objectColor = textureSample(tDiffuse, sDiffuse, fragmentInput.texCoords); | ||
let lightDir = normalize(light.position - fragmentInput.worldPosition); | ||
let ambient = 0.1 * light.color; | ||
let diffuse = max(dot(fragmentInput.worldNormal, lightDir), 0.0) * light.color; | ||
let viewDir = normalize(camera.viewPos.xyz - fragmentInput.worldPosition); | ||
let halfDir = normalize(viewDir + lightDir); | ||
let specular = pow(max(dot(fragmentInput.worldNormal, halfDir), 0.0), 32.0) * light.color; | ||
let color = (ambient + diffuse + specular) * objectColor.xyz; | ||
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return vec4<f32>((ambient_color + diffuse_color + specular_color) * object_color.xyz, object_color.a); | ||
return vec4<f32>(color, objectColor.a); | ||
} |
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