// 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 VertexOut { @builtin(position) clip: vec4, @location(0) normal: vec3, @location(1) tangent: vec3, @location(2) texcoord: vec2, } struct Material { roughness: f32, metallic: f32, albedo_alpha: vec4, emission: vec3, } @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; @group(2) @binding(0) var material: Material; const LIGHT: vec3 = vec3(0.64, 0.64, 0.64); @fragment fn 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 alpha = t_albedo.a; let lighting = mix(1., saturate(dot(LIGHT, normal)), 1.); let color = t_albedo.rgb * lighting; // TODO better (and faster?) randomneess for alpha dither if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha { discard; } return vec4(color, 1.); }