diff options
Diffstat (limited to 'client/src/render/shaders/fragment_pbr.wgsl')
-rw-r--r-- | client/src/render/shaders/fragment_pbr.wgsl | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/client/src/render/shaders/fragment_pbr.wgsl b/client/src/render/shaders/fragment_pbr.wgsl new file mode 100644 index 0000000..c8fb857 --- /dev/null +++ b/client/src/render/shaders/fragment_pbr.wgsl @@ -0,0 +1,64 @@ +// 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>, + @location(3) position: vec3<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; + +@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 light = vec3(0.64, 0.64, 0.64); + // let view = normalize(-vo.position); + + let ambient = 0.1; + let diffuse = saturate(dot(light, normal)); + // let specular = pow(saturate(dot(reflect(-light, normal), view)), 2.); + + let lighting = ambient + diffuse; + + let color = t_albedo.rgb * lighting; + // 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 { + discard; + } + return vec4(color, 1.); +} |