wgpu-renderer/src/shaders/test.wgsl

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WebGPU Shading Language
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let PI = 3.14159;
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// Vertex shader
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struct CameraUniform {
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view: mat4x4<f32>,
proj: mat4x4<f32>,
position: vec4<f32>,
}
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@group(1) @binding(0)
var<uniform> camera: CameraUniform;
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struct Light {
position: vec3<f32>,
color: vec4<f32>,
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}
@group(2) @binding(0)
var<uniform> light: Light;
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struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) tangent: vec3<f32>,
@location(4) bitangent: vec3<f32>,
}
struct InstanceInput {
@location(5) model_matrix_0: vec4<f32>,
@location(6) model_matrix_1: vec4<f32>,
@location(7) model_matrix_2: vec4<f32>,
@location(8) model_matrix_3: vec4<f32>,
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@location(9) normal_matrix_0: vec3<f32>,
@location(10) normal_matrix_1: vec3<f32>,
@location(11) normal_matrix_2: vec3<f32>,
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}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
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@location(1) tangent_position: vec3<f32>,
@location(2) tangent_light_position: vec3<f32>,
@location(3) tangent_view_position: vec3<f32>,
@location(4) world_position: vec3<f32>,
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}
@vertex
fn vs_main(
model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
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let normal_matrix = mat3x3<f32>(
instance.normal_matrix_0,
instance.normal_matrix_1,
instance.normal_matrix_2,
);
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let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
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let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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var out: VertexOutput;
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out.clip_position = camera.proj * camera.view * world_position;
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out.tex_coords = model.tex_coords;
out.tangent_position = tangent_matrix * world_position.xyz;
out.tangent_light_position = tangent_matrix * light.position;
out.tangent_view_position = tangent_matrix * camera.position.xyz;
out.world_position = world_position.xyz;
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return out;
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}
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// Fragment shader
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// normal distribution function (Trowbridge-Reitz GGX)
fn distribution_ggx(n: vec3<f32>, h: vec3<f32>, a: f32) -> f32 {
let a2 = a * a;
let n_dot_h = max(dot(n, h), 0.0);
let n_dot_h2 = n_dot_h * n_dot_h;
var denom = (n_dot_h2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return a2 / denom;
}
// geometry function (Smith's Schlick-GGX)
fn geometry_schlick_ggx(nom: f32, k: f32) -> f32 {
let denom = nom * (1.0 - k) + k;
return nom / denom;
}
fn geometry_smith(n: vec3<f32>, v: vec3<f32>, l: vec3<f32>, k: f32) -> f32 {
let n_dot_v = max(dot(n, v), 0.0);
let n_dot_l = max(dot(n, l), 0.0);
let ggx1 = geometry_schlick_ggx(n_dot_v, k);
let ggx2 = geometry_schlick_ggx(n_dot_l, k);
return ggx1 * ggx2;
}
// fresnel function (Fresnel-Schlick approximation)
fn fresnel_schlick(cos_theta: f32, f: vec3<f32>) -> vec3<f32> {
return f + (1.0 - f) * pow(1.0 - cos_theta, 5.0);
}
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@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0)@binding(1)
var s_diffuse: sampler;
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@group(0)@binding(2)
var t_normal: texture_2d<f32>;
@group(0) @binding(3)
var s_normal: sampler;
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@group(0)@binding(4)
var t_metallic_roughness: texture_2d<f32>;
@group(0) @binding(5)
var s_metallic_roughness: sampler;
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@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// textures
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
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let object_metallic_roughness: vec4<f32> = textureSample(
t_metallic_roughness, s_metallic_roughness, in.tex_coords);
// TODO: AO
let albedo = object_color.xyz;
let metallic = object_metallic_roughness.z;
let roughness = object_metallic_roughness.y;
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// lighting vecs
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
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var light_dir = normalize(in.tangent_light_position - in.tangent_position);
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
let half_dir = normalize(view_dir + light_dir);
// attenuation
let light_dist = length(light.position - in.world_position);
let coef_a = 0.0;
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let coef_b = 1.0;
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
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// radiance
let radiance_strength = max(dot(tangent_normal, light_dir), 0.0);
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
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// fresnel
var f = vec3(0.04);
f = mix(f, albedo, metallic);
let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), f);
// distribution
let ndf = distribution_ggx(tangent_normal, half_dir, roughness);
// geometry
let geo = geometry_smith(tangent_normal, view_dir, light_dir, roughness);
// brdf
let nom = ndf * geo * fresnel;
let denom = 4.0 * max(dot(tangent_normal, view_dir), 0.0) * max(dot(tangent_normal, light_dir), 0.0) + 0.0001;
let specular = nom / denom;
let k_d = (vec3(1.0) - fresnel) * (1.0 - metallic);
let n_dot_l = max(dot(tangent_normal, light_dir), 0.0);
let total_radiance = (k_d * albedo / PI + specular) * radiance * n_dot_l;
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// ambient
let ambient_light_color = vec3(1.0);
let ambient_strength = 0.025;
let ambient_color = ambient_light_color * ambient_strength;
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var result = ambient_color + total_radiance;
// tonemap
result = result / (result + vec3(1.0));
//result = pow(result, vec3(1.0/2.2));
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return vec4<f32>(result, object_color.a);
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}