// 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) tangent: vec3, // TODO maybe compress this @location(3) texcoord: vec2, } struct VertexOut { @builtin(position) clip: vec4, @location(0) normal: vec3, @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 pc: PushConst; const LIGHT: vec3 = vec3(0.64, 0.64, 0.64); @vertex fn vs_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; } @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 * (t_normal.rgb * 2. - 1.); let lighting = mix(1., saturate(dot(LIGHT, normal)), 0.9); let alpha = t_albedo.a; let color = t_albedo.rgb * lighting; // let color = normal * 0.5 + 0.5; if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha { discard; } return vec4(color, 1.); }