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// 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>,
}
@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;
var<push_constant> pc: PushConst;
const LIGHT: vec3<f32> = 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<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 * normalize(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.);
}
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