use rust-embed for assets
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a99b018ec1
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11 changed files with 142 additions and 32 deletions
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@ -1,13 +1,20 @@
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use std::path::PathBuf;
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use wgpu::util::DeviceExt;
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use rust_embed::RustEmbed;
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use crate::core::model::{Material, Mesh, Model, ModelVertex};
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use crate::core::texture::Texture;
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pub fn get_resource_path(file_name: &str) -> PathBuf {
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return std::path::Path::new(env!("OUT_DIR"))
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.join("res")
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.join(file_name);
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#[derive(RustEmbed)]
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#[folder = "res"]
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struct Asset;
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pub fn load_binary(file_name: &str) -> Vec<u8> {
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Asset::get(file_name).unwrap().data.into_owned()
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}
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pub fn load_string(file_name: &str) -> String {
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let binary = Asset::get(file_name).unwrap();
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std::str::from_utf8(binary.data.as_ref()).unwrap().to_owned()
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}
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pub async fn load_model_gltf(
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@ -20,7 +27,8 @@ pub async fn load_model_gltf(
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let mut meshes = Vec::new();
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println!("gltf: Loading file {}", file_name);
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let (document, buffers, mut images) = gltf::import(get_resource_path(file_name))?;
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let binary = Asset::get(file_name).unwrap();
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let (document, buffers, mut images) = gltf::import_slice(binary.data.as_ref())?;
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println!("gltf: Loading meshes");
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for mesh in document.meshes() {
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@ -210,7 +210,7 @@ impl State {
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});
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let obj_model = resources::load_model_gltf(
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"Sponza.glb",
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"models/Sponza.glb",
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&device,
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&queue,
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&texture_bind_group_layout,
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@ -1,13 +1,12 @@
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use wgpu;
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use regex::Regex;
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use std::fs::read_to_string;
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use crate::core::resources::load_string;
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pub fn preprocess_wgsl(filename: &str) -> wgpu::ShaderSource {
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let source_path = env!("CARGO_MANIFEST_DIR").to_owned() + "/src/shaders/wgsl/" + filename;
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let source_path = "shaders/".to_owned() + filename;
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println!("preprocess_wgsl: loading source {}", source_path);
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let mut source =
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read_to_string(&source_path)
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.unwrap();
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let mut source = load_string(&source_path);
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let re = Regex::new(r"#include (.*?)\n").unwrap();
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for cap in re.captures_iter(&source.clone()) {
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@ -16,7 +15,7 @@ pub fn preprocess_wgsl(filename: &str) -> wgpu::ShaderSource {
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full_path = full_path.replace(filename, &cap[1]);
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println!("preprocess_wgsl: replacing {} with file {}", whole_match, full_path);
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let nested_source = read_to_string(full_path).unwrap();
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let nested_source = load_string(&full_path);
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source = source.replace(whole_match, &nested_source);
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}
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@ -1,65 +0,0 @@
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// normal distribution function (Trowbridge-Reitz GGX)
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fn distribution_ggx(n: vec3<f32>, h: vec3<f32>, a: f32) -> f32 {
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let a2 = a * a;
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let n_dot_h = max(dot(n, h), 0.0);
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let n_dot_h2 = n_dot_h * n_dot_h;
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var denom = (n_dot_h2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return a2 / denom;
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}
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// geometry function (Smith's Schlick-GGX)
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fn geometry_schlick_ggx(nom: f32, k: f32) -> f32 {
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let denom = nom * (1.0 - k) + k;
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return nom / denom;
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}
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fn geometry_smith(n: vec3<f32>, v: vec3<f32>, l: vec3<f32>, k: f32) -> f32 {
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let n_dot_v = max(dot(n, v), 0.0);
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let n_dot_l = max(dot(n, l), 0.0);
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let ggx1 = geometry_schlick_ggx(n_dot_v, k);
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let ggx2 = geometry_schlick_ggx(n_dot_l, k);
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return ggx1 * ggx2;
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}
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// fresnel function (Fresnel-Schlick approximation)
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fn fresnel_schlick(cos_theta: f32, f: vec3<f32>) -> vec3<f32> {
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return f + (1.0 - f) * pow(1.0 - cos_theta, 5.0);
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}
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fn brdf(
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normal_dir: vec3<f32>,
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light_dir: vec3<f32>,
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view_dir: vec3<f32>,
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half_dir: vec3<f32>,
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albedo: vec3<f32>,
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roughness: f32,
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metalness: f32
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) -> vec3<f32> {
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// fresnel
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var dialect = vec3(0.04);
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dialect = mix(dialect, albedo, metalness);
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let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), dialect);
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// distribution
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let ndf = distribution_ggx(normal_dir, half_dir, roughness);
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// geometry
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let geo = geometry_smith(normal_dir, view_dir, light_dir, roughness);
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// specular
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let nom = ndf * geo * fresnel;
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let denom = 4.0 * max(dot(normal_dir, view_dir), 0.0) * max(dot(normal_dir, light_dir), 0.0) + 0.0001;
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let specular = nom / denom;
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// diffuse
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let k_d = (vec3(1.0) - fresnel) * (1.0 - metalness);
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let n_dot_l = max(dot(normal_dir, light_dir), 0.0);
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return ((k_d * albedo / PI) + specular) * n_dot_l;
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}
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@ -1 +0,0 @@
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let PI = 3.14159;
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@ -1,43 +0,0 @@
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// Vertex shader
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struct Camera {
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view: mat4x4<f32>,
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proj: mat4x4<f32>,
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position: vec4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>,
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color: vec3<f32>,
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}
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@group(1) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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};
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struct VertexOutput {
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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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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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let scale = 0.01;
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var out: VertexOutput;
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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;
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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@ -1,158 +0,0 @@
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#include constants.wgsl
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#include brdf.wgsl
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// Vertex shader
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struct CameraUniform {
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view: mat4x4<f32>,
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proj: mat4x4<f32>,
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position: vec4<f32>,
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}
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@group(1) @binding(0)
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var<uniform> camera: CameraUniform;
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struct Light {
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position: vec3<f32>,
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color: vec4<f32>,
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}
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@group(2) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) tangent: vec3<f32>,
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@location(4) bitangent: vec3<f32>,
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}
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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@location(9) normal_matrix_0: vec3<f32>,
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@location(10) normal_matrix_1: vec3<f32>,
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@location(11) normal_matrix_2: vec3<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) tangent_position: vec3<f32>,
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@location(2) tangent_light_position: vec3<f32>,
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@location(3) tangent_view_position: vec3<f32>,
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@location(4) world_position: vec3<f32>,
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}
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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.xyz;
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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var s_diffuse: sampler;
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@group(0)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(0) @binding(3)
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var s_normal: sampler;
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@group(0)@binding(4)
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var t_roughness_metalness: texture_2d<f32>;
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@group(0) @binding(5)
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var s_roughness_metalness: sampler;
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@fragment
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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_roughness_metalness: vec4<f32> = textureSample(
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t_roughness_metalness, s_roughness_metalness, in.tex_coords);
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// TODO: AO
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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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// lighting vecs
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let normal_dir = object_normal.xyz * 2.0 - 1.0;
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var light_dir = normalize(in.tangent_light_position - in.tangent_position);
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let view_dir = normalize(in.tangent_view_position - in.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 - in.world_position);
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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.xyz * light.color.w * light_attenuation;
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// brdf shading
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let 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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// ambient
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let ambient_light_color = vec3(1.0);
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let ambient_strength = 0.025;
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let ambient_color = ambient_light_color * ambient_strength;
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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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//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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