// 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 .
struct VertexIn {
@location(0) position: vec3,
@location(1) normal: vec3,
@location(2) texcoord: vec2,
}
struct VertexOut {
@builtin(position) clip: vec4,
@location(0) normal: vec3,
@location(1) texcoord: vec2,
}
@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;
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);
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 lighting = mix(1., saturate(dot(LIGHT, vo.normal)), 0.9);
let alpha = t_albedo.a;
let color = t_albedo.rgb * lighting;
// let color = vo.normal + t_normal.rgb;
if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
discard;
}
return vec4(color, 1.);
}