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authormetamuffin <metamuffin@disroot.org>2025-01-24 18:25:25 +0100
committermetamuffin <metamuffin@disroot.org>2025-01-24 18:25:25 +0100
commitb4aaaae52b3b746a5e1ef8a98151c627f2787e38 (patch)
tree397eee51c86670f46947d94838c36f57c320f3d7 /client/src/shaders
parentce82f40bc4bd03963390d2c95ec688fccc4740b0 (diff)
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fix things up but no light
Diffstat (limited to 'client/src/shaders')
-rw-r--r--client/src/shaders/fragment_pbr.wgsl19
-rw-r--r--client/src/shaders/vertex_world.wgsl16
-rw-r--r--client/src/shaders/vertex_world_skin.wgsl14
3 files changed, 25 insertions, 24 deletions
diff --git a/client/src/shaders/fragment_pbr.wgsl b/client/src/shaders/fragment_pbr.wgsl
index f3387a1..60d7737 100644
--- a/client/src/shaders/fragment_pbr.wgsl
+++ b/client/src/shaders/fragment_pbr.wgsl
@@ -17,8 +17,8 @@ struct VertexOut {
@builtin(position) clip: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) tangent: vec3<f32>,
- @location(2) view: vec3<f32>,
- @location(3) texcoord: vec2<f32>,
+ @location(2) texcoord: vec2<f32>,
+ @location(3) position: vec3<f32>,
}
struct Material {
@@ -34,8 +34,6 @@ struct Material {
@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);
@@ -44,16 +42,19 @@ fn main(vo: VertexOut) -> @location(0) vec4<f32> {
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 light = vec3(0., 0., 0.);
+ let view = normalize(-vo.position);
let ambient = 0.1;
- let diffuse = saturate(dot(LIGHT, normal));
- let specular = pow(dot(reflect(-LIGHT, normal), vo.view), material.roughness);
+ let diffuse = saturate(dot(light, normal)) * 0.7;
+ let specular = pow(saturate(dot(reflect(-light, normal), view)), 2.);
- let lighting = ambient + diffuse; // + specular;
+ let lighting = ambient + diffuse + specular;
let color = t_albedo.rgb * lighting;
- // let color = vec3(dot(normalize(vo.normal), normalize(vo.view)) * 0.5 + 0.5) ;
+ // let color = vec3(dot(normal, view) * 0.5 + 0.5) ;
+ // let color = view * 0.5 + 0.5;
+ let alpha = t_albedo.a;
// TODO better (and faster?) randomness for alpha dither
if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
diff --git a/client/src/shaders/vertex_world.wgsl b/client/src/shaders/vertex_world.wgsl
index d7bf445..e185289 100644
--- a/client/src/shaders/vertex_world.wgsl
+++ b/client/src/shaders/vertex_world.wgsl
@@ -23,26 +23,26 @@ struct VertexOut {
@builtin(position) clip: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) tangent: vec3<f32>,
- @location(2) world: vec3<f32>,
- @location(3) texcoord: vec2<f32>,
+ @location(2) texcoord: vec2<f32>,
+ @location(3) position: vec3<f32>,
}
struct PushConst {
+ modelviewproject: mat4x4<f32>,
modelview: mat4x4<f32>,
- model_basis: mat3x3<f32>,
}
var<push_constant> pc: PushConst;
@vertex
fn main(vi: VertexIn) -> VertexOut {
- let clip = pc.modelview * vec4(vi.position, 1.);
+ let clip = pc.modelviewproject * vec4(vi.position, 1.);
let vo = VertexOut(
clip,
- normalize(pc.model_basis * vi.normal),
- normalize(pc.model_basis * vi.tangent),
- vi.position
- vi.texcoord
+ normalize((pc.modelview * vec4(vi.normal, 0.)).xyz),
+ normalize((pc.modelview * vec4(vi.tangent, 0.)).xyz),
+ vi.texcoord,
+ (pc.modelview * vec4(vi.position, 1.)).xyz,
);
return vo;
}
diff --git a/client/src/shaders/vertex_world_skin.wgsl b/client/src/shaders/vertex_world_skin.wgsl
index 4b45a6f..633f06b 100644
--- a/client/src/shaders/vertex_world_skin.wgsl
+++ b/client/src/shaders/vertex_world_skin.wgsl
@@ -25,13 +25,13 @@ struct VertexOut {
@builtin(position) clip: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) tangent: vec3<f32>,
- @location(2) world: vec3<f32>,
- @location(3) texcoord: vec2<f32>,
+ @location(2) texcoord: vec2<f32>,
+ @location(3) position: vec3<f32>,
}
struct PushConst {
+ modelviewproject: mat4x4<f32>,
modelview: mat4x4<f32>,
- model_basis: mat3x3<f32>,
}
@group(3) @binding(0) var<uniform> joints: array<mat4x4<f32>, 128>;
@@ -42,10 +42,10 @@ fn 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.position,
- vi.texcoord
+ normalize((pc.modelview * vec4(vi.normal, 0.)).xyz),
+ normalize((pc.modelview * vec4(vi.tangent, 0.)).xyz),
+ vi.texcoord,
+ (pc.modelview * vec4(vi.position, 1.)).xyz,
);
return vo;
}