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-rw-r--r--client/src/shader.wgsl29
1 files changed, 22 insertions, 7 deletions
diff --git a/client/src/shader.wgsl b/client/src/shader.wgsl
index 993c9b5..e8d3276 100644
--- a/client/src/shader.wgsl
+++ b/client/src/shader.wgsl
@@ -16,39 +16,54 @@
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
- @location(2) texcoord: vec2<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) texcoord: vec2<f32>,
+ @location(1) tangent: vec3<f32>,
+ @location(2) texcoord: vec2<f32>,
+}
+
+struct PushConst {
+ modelview: mat4x4<f32>,
+ model_basis: mat3x3<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> project: mat4x4<f32>;
+ var<push_constant> pc: PushConst;
const LIGHT: vec3<f32> = vec3(0.64, 0.64, 0.64);
@vertex
fn vs_main(vi: VertexIn) -> VertexOut {
- var clip = project * vec4(vi.position, 1.);
- let vo = VertexOut(clip, vi.normal, vi.texcoord);
+ 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 * normalize(t_normal.rgb * 2. - 1.);
- let lighting = mix(1., saturate(dot(LIGHT, vo.normal)), 0.9);
+ let lighting = mix(1., saturate(dot(LIGHT, normal)), 0.9);
let alpha = t_albedo.a;
let color = t_albedo.rgb * lighting;
- // let color = vo.normal + t_normal.rgb;
+ // let color = normal * 0.5 + 0.5;
if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
discard;