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-rw-r--r--client/src/shaders/fragment_pbr.wgsl55
-rw-r--r--client/src/shaders/fragment_ui.wgsl29
-rw-r--r--client/src/shaders/vertex_ui.wgsl43
-rw-r--r--client/src/shaders/vertex_world.wgsl46
-rw-r--r--client/src/shaders/vertex_world_skin.wgsl48
5 files changed, 221 insertions, 0 deletions
diff --git a/client/src/shaders/fragment_pbr.wgsl b/client/src/shaders/fragment_pbr.wgsl
new file mode 100644
index 0000000..ac2638d
--- /dev/null
+++ b/client/src/shaders/fragment_pbr.wgsl
@@ -0,0 +1,55 @@
+// 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>,
+}
+
+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;
+
+const LIGHT: vec3<f32> = vec3(0.64, 0.64, 0.64);
+
+@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 alpha = t_albedo.a;
+ let lighting = mix(1., saturate(dot(LIGHT, normal)), 1.);
+
+ let color = t_albedo.rgb * lighting;
+
+ if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
+ discard;
+ }
+ return vec4(color, 1.);
+}
diff --git a/client/src/shaders/fragment_ui.wgsl b/client/src/shaders/fragment_ui.wgsl
new file mode 100644
index 0000000..6638628
--- /dev/null
+++ b/client/src/shaders/fragment_ui.wgsl
@@ -0,0 +1,29 @@
+// 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) uv: vec2<f32>,
+ @location(1) color: vec4<f32>,
+}
+
+@group(0) @binding(0) var texture: texture_2d<f32>;
+@group(0) @binding(1) var texture_sampler: sampler;
+
+@fragment
+fn main(vo: VertexOut) -> @location(0) vec4<f32> {
+ return pow(textureSample(texture, texture_sampler, vo.uv) * vo.color, vec4(2.2));
+}
diff --git a/client/src/shaders/vertex_ui.wgsl b/client/src/shaders/vertex_ui.wgsl
new file mode 100644
index 0000000..7cbac8b
--- /dev/null
+++ b/client/src/shaders/vertex_ui.wgsl
@@ -0,0 +1,43 @@
+// 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 VertexIn {
+ @location(0) pos: vec2<f32>,
+ @location(1) uv: vec2<f32>,
+ @location(2) color: u32,
+}
+struct VertexOut {
+ @builtin(position) clip: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+ @location(1) color: vec4<f32>,
+}
+
+var<push_constant> project: mat4x4<f32>;
+
+fn unpack_color(color: u32) -> vec4<f32> {
+ return vec4<f32>(
+ f32(color & 255u),
+ f32((color >> 8u) & 255u),
+ f32((color >> 16u) & 255u),
+ f32((color >> 24u) & 255u),
+ ) / 255.0;
+}
+
+@vertex
+fn main(@builtin(vertex_index) vindex: u32, vi: VertexIn) -> VertexOut {
+ var clip = project * vec4(vi.pos, 0., 1.);
+ let vo = VertexOut(clip, vi.uv, unpack_color(vi.color));
+ return vo;
+}
diff --git a/client/src/shaders/vertex_world.wgsl b/client/src/shaders/vertex_world.wgsl
new file mode 100644
index 0000000..5d69acd
--- /dev/null
+++ b/client/src/shaders/vertex_world.wgsl
@@ -0,0 +1,46 @@
+// 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 VertexIn {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<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) tangent: vec3<f32>,
+ @location(2) texcoord: vec2<f32>,
+}
+
+struct PushConst {
+ modelview: mat4x4<f32>,
+ model_basis: mat3x3<f32>,
+}
+
+var<push_constant> pc: PushConst;
+
+@vertex
+fn main(vi: VertexIn) -> VertexOut {
+ 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;
+}
diff --git a/client/src/shaders/vertex_world_skin.wgsl b/client/src/shaders/vertex_world_skin.wgsl
new file mode 100644
index 0000000..85dda64
--- /dev/null
+++ b/client/src/shaders/vertex_world_skin.wgsl
@@ -0,0 +1,48 @@
+// 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 VertexIn {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) tangent: vec3<f32>, // TODO maybe compress this
+ @location(3) texcoord: vec2<f32>,
+ @location(4) joint_index: vec4<u32>,
+ @location(5) joint_weight: vec4<f32>,
+}
+struct VertexOut {
+ @builtin(position) clip: vec4<f32>,
+ @location(0) normal: vec3<f32>,
+ @location(1) tangent: vec3<f32>,
+ @location(2) texcoord: vec2<f32>,
+}
+
+struct PushConst {
+ modelview: mat4x4<f32>,
+ model_basis: mat3x3<f32>,
+}
+
+var<push_constant> pc: PushConst;
+
+@vertex
+fn main(vi: VertexIn) -> VertexOut {
+ 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;
+}