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authormetamuffin <metamuffin@disroot.org>2025-01-21 22:00:39 +0100
committermetamuffin <metamuffin@disroot.org>2025-01-21 22:00:39 +0100
commit12bf2f3302efc9042f12ca17104928c35700c229 (patch)
tree7abf77d5b94308993c9d67f65413f8a8d698c685 /client/src/shader.wgsl
parent20d5d575ad84da3d37bd581425fc335016f33c82 (diff)
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split shaders to individual files
Diffstat (limited to 'client/src/shader.wgsl')
-rw-r--r--client/src/shader.wgsl79
1 files changed, 0 insertions, 79 deletions
diff --git a/client/src/shader.wgsl b/client/src/shader.wgsl
deleted file mode 100644
index 9cf386c..0000000
--- a/client/src/shader.wgsl
+++ /dev/null
@@ -1,79 +0,0 @@
-// wearechat - generic multiplayer game with voip
-// Copyright (C) 2025 metamuffin
-//
-// This program is free software: you can redistribute it and/or modify
-// it under the terms of the GNU Affero General Public License as published by
-// the Free Software Foundation, version 3 of the License only.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU Affero General Public License for more details.
-//
-// You should have received a copy of the GNU Affero General Public License
-// along with this program. If not, see <https://www.gnu.org/licenses/>.
-
-struct VertexIn {
- @location(0) position: vec3<f32>,
- @location(1) normal: vec3<f32>,
- @location(2) tangent: vec3<f32>, // TODO maybe compress this
- @location(3) texcoord: vec2<f32>,
-}
-struct VertexOut {
- @builtin(position) clip: vec4<f32>,
- @location(0) normal: vec3<f32>,
- @location(1) tangent: vec3<f32>,
- @location(2) texcoord: vec2<f32>,
-}
-
-struct PushConst {
- modelview: mat4x4<f32>,
- model_basis: mat3x3<f32>,
-}
-
-struct Material {
- roughness: f32,
- metallic: f32,
- albedo_alpha: vec4<f32>,
- emission: vec3<f32>,
-}
-
-@group(0) @binding(0) var tex_albedo: texture_2d<f32>;
-@group(0) @binding(1) var tex_albedo_sampler: sampler;
-@group(1) @binding(0) var tex_normal: texture_2d<f32>;
-@group(1) @binding(1) var tex_normal_sampler: sampler;
- var<push_constant> pc: PushConst;
-@group(2) @binding(0) var<uniform> material: Material;
-
-const LIGHT: vec3<f32> = vec3(0.64, 0.64, 0.64);
-
-@vertex
-fn vs_main(vi: VertexIn) -> VertexOut {
- let clip = pc.modelview * vec4(vi.position, 1.);
- let vo = VertexOut(
- clip,
- normalize(pc.model_basis * vi.normal),
- normalize(pc.model_basis * vi.tangent),
- vi.texcoord
- );
- return vo;
-}
-
-@fragment
-fn fs_main(vo: VertexOut) -> @location(0) vec4<f32> {
- let t_albedo = textureSample(tex_albedo, tex_albedo_sampler, vo.texcoord);
- let t_normal = textureSample(tex_normal, tex_normal_sampler, vo.texcoord);
-
- let tangent_basis = mat3x3(vo.tangent, cross(vo.tangent, vo.normal), vo.normal);
- let normal = tangent_basis * (t_normal.rgb * 2. - 1.);
-
- let alpha = t_albedo.a;
- let lighting = mix(1., saturate(dot(LIGHT, normal)), 1.);
-
- let color = t_albedo.rgb * lighting;
-
- if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
- discard;
- }
- return vec4(color, 1.);
-}