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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 VertexOut {
@builtin(position) clip: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) tangent: vec3<f32>,
@location(2) texcoord: vec2<f32>,
@location(3) position: vec3<f32>,
}
struct Material {
roughness: f32,
metallic: f32,
albedo_alpha: vec4<f32>,
emission: vec3<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;
@group(2) @binding(0) var<uniform> material: Material;
@fragment
fn 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 * (t_normal.rgb * 2. - 1.);
let light = vec3(0., 0., 0.);
let view = normalize(-vo.position);
let ambient = 0.1;
let diffuse = saturate(dot(light, normal)) * 0.7;
let specular = pow(saturate(dot(reflect(-light, normal), view)), 2.);
let lighting = ambient + diffuse + specular;
let color = t_albedo.rgb * lighting;
// let color = vec3(dot(normal, view) * 0.5 + 0.5) ;
// let color = view * 0.5 + 0.5;
let alpha = t_albedo.a;
// TODO better (and faster?) randomness for alpha dither
if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
discard;
}
return vec4(color, 1.);
}
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