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Diffstat (limited to 'examples/custom_shader/src/shaders/cubes.wgsl')
-rw-r--r-- | examples/custom_shader/src/shaders/cubes.wgsl | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/examples/custom_shader/src/shaders/cubes.wgsl b/examples/custom_shader/src/shaders/cubes.wgsl new file mode 100644 index 00000000..cd7f94d8 --- /dev/null +++ b/examples/custom_shader/src/shaders/cubes.wgsl @@ -0,0 +1,123 @@ +struct Uniforms { + projection: mat4x4<f32>, + camera_pos: vec4<f32>, + light_color: vec4<f32>, +} + +const LIGHT_POS: vec3<f32> = vec3<f32>(0.0, 3.0, 3.0); + +@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var sky_texture: texture_cube<f32>; +@group(0) @binding(2) var tex_sampler: sampler; +@group(0) @binding(3) var normal_texture: texture_2d<f32>; + +struct Vertex { + @location(0) position: vec3<f32>, + @location(1) normal: vec3<f32>, + @location(2) tangent: vec3<f32>, + @location(3) uv: vec2<f32>, +} + +struct Cube { + @location(4) matrix_0: vec4<f32>, + @location(5) matrix_1: vec4<f32>, + @location(6) matrix_2: vec4<f32>, + @location(7) matrix_3: vec4<f32>, + @location(8) normal_matrix_0: vec3<f32>, + @location(9) normal_matrix_1: vec3<f32>, + @location(10) normal_matrix_2: vec3<f32>, +} + +struct Output { + @builtin(position) clip_pos: vec4<f32>, + @location(0) uv: vec2<f32>, + @location(1) tangent_pos: vec3<f32>, + @location(2) tangent_camera_pos: vec3<f32>, + @location(3) tangent_light_pos: vec3<f32>, +} + +@vertex +fn vs_main(vertex: Vertex, cube: Cube) -> Output { + let cube_matrix = mat4x4<f32>( + cube.matrix_0, + cube.matrix_1, + cube.matrix_2, + cube.matrix_3, + ); + + let normal_matrix = mat3x3<f32>( + cube.normal_matrix_0, + cube.normal_matrix_1, + cube.normal_matrix_2, + ); + + //convert to tangent space to calculate lighting in same coordinate space as normal map sample + let tangent = normalize(normal_matrix * vertex.tangent); + let normal = normalize(normal_matrix * vertex.normal); + let bitangent = cross(tangent, normal); + + //shift everything into tangent space + let tbn = transpose(mat3x3<f32>(tangent, bitangent, normal)); + + let world_pos = cube_matrix * vec4<f32>(vertex.position, 1.0); + + var out: Output; + out.clip_pos = uniforms.projection * world_pos; + out.uv = vertex.uv; + out.tangent_pos = tbn * world_pos.xyz; + out.tangent_camera_pos = tbn * uniforms.camera_pos.xyz; + out.tangent_light_pos = tbn * LIGHT_POS; + + return out; +} + +//cube properties +const CUBE_BASE_COLOR: vec4<f32> = vec4<f32>(0.294118, 0.462745, 0.611765, 0.6); +const SHINE_DAMPER: f32 = 1.0; +const REFLECTIVITY: f32 = 0.8; +const REFRACTION_INDEX: f32 = 1.31; + +//fog, for the ~* cinematic effect *~ +const FOG_DENSITY: f32 = 0.15; +const FOG_GRADIENT: f32 = 8.0; +const FOG_COLOR: vec4<f32> = vec4<f32>(1.0, 1.0, 1.0, 1.0); + +@fragment +fn fs_main(in: Output) -> @location(0) vec4<f32> { + let to_camera = in.tangent_camera_pos - in.tangent_pos; + + //normal sample from texture + var normal = textureSample(normal_texture, tex_sampler, in.uv).xyz; + normal = normal * 2.0 - 1.0; + + //diffuse + let dir_to_light: vec3<f32> = normalize(in.tangent_light_pos - in.tangent_pos); + let brightness = max(dot(normal, dir_to_light), 0.0); + let diffuse: vec3<f32> = brightness * uniforms.light_color.xyz; + + //specular + let dir_to_camera = normalize(to_camera); + let light_dir = -dir_to_light; + let reflected_light_dir = reflect(light_dir, normal); + let specular_factor = max(dot(reflected_light_dir, dir_to_camera), 0.0); + let damped_factor = pow(specular_factor, SHINE_DAMPER); + let specular: vec3<f32> = damped_factor * uniforms.light_color.xyz * REFLECTIVITY; + + //fog + let distance = length(to_camera); + let visibility = clamp(exp(-pow((distance * FOG_DENSITY), FOG_GRADIENT)), 0.0, 1.0); + + //reflection + let reflection_dir = reflect(dir_to_camera, normal); + let reflection_color = textureSample(sky_texture, tex_sampler, reflection_dir); + let refraction_dir = refract(dir_to_camera, normal, REFRACTION_INDEX); + let refraction_color = textureSample(sky_texture, tex_sampler, refraction_dir); + let final_reflect_color = mix(reflection_color, refraction_color, 0.5); + + //mix it all together! + var color = vec4<f32>(CUBE_BASE_COLOR.xyz * diffuse + specular, CUBE_BASE_COLOR.w); + color = mix(color, final_reflect_color, 0.8); + color = mix(FOG_COLOR, color, visibility); + + return color; +} |