2023-01-25 05:34:01 +02:00
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#include constants.wgsl
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2023-01-29 18:57:29 +02:00
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#include globals.wgsl
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2023-11-09 21:04:59 +02:00
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#include light.wgsl
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#include brdf.wgsl
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2023-01-24 03:59:06 +02:00
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2022-10-01 23:58:09 +03:00
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// Vertex shader
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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let normal_matrix = mat3x3<f32>(
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instance.normal_matrix_0,
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instance.normal_matrix_1,
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instance.normal_matrix_2,
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);
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let world_normal = normalize(normal_matrix * model.normal);
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let world_tangent = normalize(normal_matrix * model.tangent);
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let world_bitangent = normalize(normal_matrix * model.bitangent);
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let tangent_matrix = transpose(mat3x3<f32>(
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world_tangent,
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world_bitangent,
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world_normal,
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));
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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;
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out.tangent_position = tangent_matrix * world_position.xyz;
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out.tangent_light_position = tangent_matrix * light.position;
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out.tangent_view_position = tangent_matrix * camera.position.xyz;
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out.world_position = world_position;
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return out;
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}
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// Fragment shader
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@group(2)@binding(0)
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var t_light_depth: texture_depth_2d_array;
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@group(2) @binding(1)
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var s_light_depth: sampler_comparison;
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@group(3) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(3)@binding(1)
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var s_diffuse: sampler;
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@group(3)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(3) @binding(3)
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var s_normal: sampler;
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@group(3)@binding(4)
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var t_roughness_metalness: texture_2d<f32>;
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@group(3) @binding(5)
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var s_roughness_metalness: sampler;
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@fragment
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fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
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// textures
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, vert.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, vert.tex_coords);
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let object_roughness_metalness: vec4<f32> = textureSample(
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t_roughness_metalness, s_roughness_metalness, vert.tex_coords);
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let albedo = object_color.xyz;
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// TODO: pass factors to shader
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let roughness = object_roughness_metalness.y * 1.0;
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let metalness = object_roughness_metalness.z * 1.0;
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var total_radiance: vec3<f32>;
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var in_light = 0.0;
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2023-11-05 02:27:38 +02:00
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// Depth sampling is broken in WebGL...
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// TODO: remove once WebGPU
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if (global_uniforms.use_shadowmaps > 0u) {
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for (var i: i32 = 0; i < 6; i++) {
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let light_coords = light.matrices[i] * vert.world_position;
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let light_dir = normalize(light_coords.xyz);
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let bias = 0.01;
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// z can never be smaller than this inside 90 degree frustum
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if (light_dir.z < INV_SQRT_3 - bias) {
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continue;
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}
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// x and y can never be larger than this inside frustum
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if (abs(light_dir.y) > INV_SQRT_2 + bias) {
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continue;
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}
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if (abs(light_dir.x) > INV_SQRT_2 + bias) {
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continue;
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}
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in_light = sample_direct_light(i, light_coords);
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// TODO should break even if 0 since we're inside frustum.
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// See if causes issues with bias overlap between directions.
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if (in_light > 0.0) {
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break;
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}
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}
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} else {
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in_light = 1.0;
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}
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if (in_light > 0.0) {
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// lighting vecs
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let normal_dir = object_normal.xyz * 2.0 - 1.0;
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var light_dir = normalize(vert.tangent_light_position - vert.tangent_position);
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let view_dir = normalize(vert.tangent_view_position - vert.tangent_position);
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let half_dir = normalize(view_dir + light_dir);
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// attenuation
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let light_dist = length(light.position - vert.world_position.xyz);
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let coef_a = 0.0;
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let coef_b = 1.0;
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let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
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// radiance
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let radiance_strength = max(dot(normal_dir, light_dir), 0.0);
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let radiance = radiance_strength * light.color.rgb * light.color.a * light_attenuation * in_light;
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// brdf shading
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total_radiance += radiance * brdf(
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normal_dir,
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light_dir,
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view_dir,
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half_dir,
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albedo,
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roughness,
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metalness
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);
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}
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// ambient
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let ambient_strength = 0.02;
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let ambient_color = ambient_strength * albedo;
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var result = ambient_color + total_radiance;
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// tonemap
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result = result / (result + vec3(1.0));
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// gamma correction
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// TODO: seems to already be handled by wgpu?
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// result = pow(result, vec3(1.0/2.2));
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return vec4<f32>(result, object_color.a);
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}
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