diff options
Diffstat (limited to 'client/src/shaders')
-rw-r--r-- | client/src/shaders/fragment_pbr.wgsl | 55 | ||||
-rw-r--r-- | client/src/shaders/fragment_ui.wgsl | 29 | ||||
-rw-r--r-- | client/src/shaders/vertex_ui.wgsl | 43 | ||||
-rw-r--r-- | client/src/shaders/vertex_world.wgsl | 46 | ||||
-rw-r--r-- | client/src/shaders/vertex_world_skin.wgsl | 48 |
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; +} |