diff options
Diffstat (limited to 'client/src/shaders/fragment_pbr.wgsl')
-rw-r--r-- | client/src/shaders/fragment_pbr.wgsl | 64 |
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.); -} |