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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/shaders/fragment_pbr.wgsl
parent20d5d575ad84da3d37bd581425fc335016f33c82 (diff)
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split shaders to individual files
Diffstat (limited to 'client/src/shaders/fragment_pbr.wgsl')
-rw-r--r--client/src/shaders/fragment_pbr.wgsl55
1 files changed, 55 insertions, 0 deletions
diff --git a/client/src/shaders/fragment_pbr.wgsl b/client/src/shaders/fragment_pbr.wgsl
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+++ b/client/src/shaders/fragment_pbr.wgsl
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+// 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 VertexOut {
+ @builtin(position) clip: vec4<f32>,
+ @location(0) normal: vec3<f32>,
+ @location(1) tangent: vec3<f32>,
+ @location(2) texcoord: vec2<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;
+@group(2) @binding(0) var<uniform> material: Material;
+
+const LIGHT: vec3<f32> = vec3(0.64, 0.64, 0.64);
+
+@fragment
+fn 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.);
+}