lighting, blinn-phong
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parent
b741202111
commit
89789d5f4a
7 changed files with 420 additions and 103 deletions
43
src/shaders/light.wgsl
Normal file
43
src/shaders/light.wgsl
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@ -0,0 +1,43 @@
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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 = 0.25;
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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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@ -3,24 +3,36 @@ struct InstanceInput {
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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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};
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}
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// Vertex shader
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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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: vec3<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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}
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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) world_normal: vec3<f32>,
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@location(2) world_position: vec3<f32>,
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}
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@vertex
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@ -34,11 +46,20 @@ fn vs_main(
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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out.world_normal = normalize((model_matrix * vec4<f32>(model.normal, 0.0)).xyz);
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var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.clip_position = camera.proj * camera.view * world_position;
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return out;
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}
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}
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// Fragment shader
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@ -49,5 +70,25 @@ var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let light_dir = normalize(light.position - in.world_position);
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// ambient
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let ambient_strength = 0.05;
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let ambient_color = light.color * ambient_strength;
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// diffuse
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let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
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let diffuse_color = light.color * diffuse_strength;
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// specular
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let view_dir = normalize(camera.position.xyz - in.world_position);
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let half_dir = normalize(view_dir + light_dir);
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let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * light.color;
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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return vec4<f32>(result, object_color.a);
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}
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