Basic fog lighting, refactoring
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10 changed files with 203 additions and 124 deletions
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@ -1,26 +1,29 @@
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#include globals.wgsl
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fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
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if (light_coords.w <= 0.0) {
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return 0.0;
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}
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struct LightVertexInput {
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@location(0) position: vec3<f32>,
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};
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let flip_correction = vec2<f32>(0.5, -0.5);
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let proj_correction = 1.0 / light_coords.w;
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let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
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let bias = 0.000001;
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let reference_depth = light_coords.z * proj_correction - bias;
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struct LightVertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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var total_sample = 0.0;
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for (var x: i32 = -SHADOW_SAMPLES; x < SHADOW_SAMPLES; x++) {
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for (var y: i32 = -SHADOW_SAMPLES; y < SHADOW_SAMPLES; y++) {
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let texelSize = vec2<f32>(textureDimensions(t_light_depth));
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let offset = vec2<f32>(f32(x), f32(y)) / texelSize.xy;
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let s = textureSampleCompare(
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t_light_depth,
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s_light_depth,
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light_local + offset,
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index,
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reference_depth
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);
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total_sample += s * INV_SHADOW_SAMPLES;
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}
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}
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@vertex
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fn vs_main(
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model: LightVertexInput,
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) -> LightVertexOutput {
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let scale = 10.0;
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var out: LightVertexOutput;
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out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
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out.color = light.color.xyz;
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return out;
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}
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@fragment
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fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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return total_sample;
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}
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