wgpu-renderer/res/shaders/pbr.wgsl

161 lines
4.8 KiB
WebGPU Shading Language
Raw Normal View History

#include constants.wgsl
2023-01-29 18:57:29 +02:00
#include globals.wgsl
2023-11-09 21:04:59 +02:00
#include light.wgsl
#include brdf.wgsl
2023-01-24 03:59:06 +02:00
2022-10-01 23:58:09 +03:00
// Vertex shader
@vertex
fn vs_main(
model: VertexInput,
2022-10-02 18:59:20 +03:00
instance: InstanceInput,
2022-10-01 23:58:09 +03:00
) -> VertexOutput {
2022-10-02 18:59:20 +03:00
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
2023-01-24 02:21:20 +02:00
let normal_matrix = mat3x3<f32>(
instance.normal_matrix_0,
instance.normal_matrix_1,
instance.normal_matrix_2,
);
2022-10-03 22:31:01 +03:00
2023-01-24 02:21:20 +02:00
let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
2022-10-04 01:30:50 +03:00
let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
2022-10-03 22:31:01 +03:00
2023-01-24 02:21:20 +02:00
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
2022-10-04 01:30:50 +03:00
var out: VertexOutput;
2022-10-03 22:31:01 +03:00
out.clip_position = camera.proj * camera.view * world_position;
2022-10-04 01:30:50 +03:00
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;
2023-01-30 00:40:50 +02:00
out.world_position = world_position;
2022-10-01 23:58:09 +03:00
return out;
2022-10-03 22:31:01 +03:00
}
2022-10-01 23:58:09 +03:00
// Fragment shader
2023-04-15 14:32:06 +03:00
@group(2)@binding(0)
var t_light_depth: texture_depth_2d_array;
2023-04-15 14:32:06 +03:00
@group(2) @binding(1)
var s_light_depth: sampler_comparison;
2023-04-15 14:32:06 +03:00
@group(3) @binding(0)
2022-10-01 23:58:09 +03:00
var t_diffuse: texture_2d<f32>;
2023-04-15 14:32:06 +03:00
@group(3)@binding(1)
2022-10-01 23:58:09 +03:00
var s_diffuse: sampler;
2023-04-15 14:32:06 +03:00
@group(3)@binding(2)
2022-10-04 01:30:50 +03:00
var t_normal: texture_2d<f32>;
2023-04-15 14:32:06 +03:00
@group(3) @binding(3)
2022-10-04 01:30:50 +03:00
var s_normal: sampler;
2023-04-15 14:32:06 +03:00
@group(3)@binding(4)
var t_roughness_metalness: texture_2d<f32>;
2023-04-15 14:32:06 +03:00
@group(3) @binding(5)
var s_roughness_metalness: sampler;
2023-01-24 03:59:06 +02:00
2022-10-01 23:58:09 +03:00
@fragment
2023-01-30 00:40:50 +02:00
fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
2023-01-24 02:21:20 +02:00
// textures
2023-01-30 00:40:50 +02:00
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, vert.tex_coords);
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, vert.tex_coords);
let object_roughness_metalness: vec4<f32> = textureSample(
2023-01-30 00:40:50 +02:00
t_roughness_metalness, s_roughness_metalness, vert.tex_coords);
2023-01-24 03:59:06 +02:00
let albedo = object_color.xyz;
// TODO: pass factors to shader
let roughness = object_roughness_metalness.y * 1.0;
let metalness = object_roughness_metalness.z * 1.0;
2022-10-03 22:31:01 +03:00
2023-01-30 00:40:50 +02:00
var total_radiance: vec3<f32>;
var in_light = 0.0;
2023-11-05 02:27:38 +02:00
// Depth sampling is broken in WebGL...
// TODO: remove once WebGPU
if (global_uniforms.use_shadowmaps > 0u) {
for (var i: i32 = 0; i < 6; i++) {
let light_coords = light.matrices[i] * vert.world_position;
let light_dir = normalize(light_coords.xyz);
let bias = 0.01;
// z can never be smaller than this inside 90 degree frustum
if (light_dir.z < INV_SQRT_3 - bias) {
continue;
}
// x and y can never be larger than this inside frustum
if (abs(light_dir.y) > INV_SQRT_2 + bias) {
continue;
}
if (abs(light_dir.x) > INV_SQRT_2 + bias) {
continue;
}
in_light = sample_direct_light(i, light_coords);
// TODO should break even if 0 since we're inside frustum.
// See if causes issues with bias overlap between directions.
if (in_light > 0.0) {
break;
}
2023-01-30 00:40:50 +02:00
}
2023-11-05 02:27:38 +02:00
} else {
in_light = 1.0;
2023-01-30 00:40:50 +02:00
}
if (in_light > 0.0) {
// lighting vecs
let normal_dir = object_normal.xyz * 2.0 - 1.0;
var light_dir = normalize(vert.tangent_light_position - vert.tangent_position);
let view_dir = normalize(vert.tangent_view_position - vert.tangent_position);
let half_dir = normalize(view_dir + light_dir);
// attenuation
let light_dist = length(light.position - vert.world_position.xyz);
let coef_a = 0.0;
let coef_b = 1.0;
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
// radiance
let radiance_strength = max(dot(normal_dir, light_dir), 0.0);
2023-11-09 21:04:59 +02:00
let radiance = radiance_strength * light.color.rgb * light.color.a * light_attenuation * in_light;
2023-01-30 00:40:50 +02:00
// brdf shading
total_radiance += radiance * brdf(
normal_dir,
light_dir,
view_dir,
half_dir,
albedo,
roughness,
metalness
);
}
2022-10-03 22:31:01 +03:00
2023-01-24 02:21:20 +02:00
// ambient
2023-04-16 14:46:17 +03:00
let ambient_strength = 0.02;
2023-01-28 14:03:14 +02:00
let ambient_color = ambient_strength * albedo;
2023-01-24 02:21:20 +02:00
2023-01-24 03:59:06 +02:00
var result = ambient_color + total_radiance;
// tonemap
result = result / (result + vec3(1.0));
2023-01-28 14:03:14 +02:00
// gamma correction
// TODO: seems to already be handled by wgpu?
// result = pow(result, vec3(1.0/2.2));
2022-10-03 22:31:01 +03:00
return vec4<f32>(result, object_color.a);
2022-10-01 23:58:09 +03:00
}