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-rw-r--r--client/src/shaders/fragment_pbr.wgsl64
1 files changed, 0 insertions, 64 deletions
diff --git a/client/src/shaders/fragment_pbr.wgsl b/client/src/shaders/fragment_pbr.wgsl
deleted file mode 100644
index c8fb857..0000000
--- a/client/src/shaders/fragment_pbr.wgsl
+++ /dev/null
@@ -1,64 +0,0 @@
-// 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.);
-}