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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>,
+ @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.);
+}