From 2d6f319dfccf6339ed1a3bbfb003b8b2dde82383 Mon Sep 17 00:00:00 2001 From: metamuffin Date: Sun, 19 Jan 2025 16:44:06 +0100 Subject: client: normal maps --- client/src/shader.wgsl | 29 ++++++++++++++++++++++------- 1 file changed, 22 insertions(+), 7 deletions(-) (limited to 'client/src/shader.wgsl') 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, @location(1) normal: vec3, - @location(2) texcoord: vec2, + @location(2) tangent: vec3, // TODO maybe compress this + @location(3) texcoord: vec2, } struct VertexOut { @builtin(position) clip: vec4, @location(0) normal: vec3, - @location(1) texcoord: vec2, + @location(1) tangent: vec3, + @location(2) texcoord: vec2, +} + +struct PushConst { + modelview: mat4x4, + model_basis: mat3x3, } @group(0) @binding(0) var tex_albedo: texture_2d; @group(0) @binding(1) var tex_albedo_sampler: sampler; @group(1) @binding(0) var tex_normal: texture_2d; @group(1) @binding(1) var tex_normal_sampler: sampler; -var project: mat4x4; + var pc: PushConst; const LIGHT: vec3 = 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 { 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; -- cgit v1.2.3-70-g09d2