WIP shadowmapping
This commit is contained in:
parent
2fdae1a23a
commit
ac67a3d4de
9 changed files with 270 additions and 122 deletions
17
res/shaders/depth.wgsl
Normal file
17
res/shaders/depth.wgsl
Normal file
|
@ -0,0 +1,17 @@
|
|||
#include globals.wgsl
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
instance: InstanceInput,
|
||||
) -> @builtin(position) vec4<f32> {
|
||||
let model_matrix = mat4x4<f32>(
|
||||
instance.model_matrix_0,
|
||||
instance.model_matrix_1,
|
||||
instance.model_matrix_2,
|
||||
instance.model_matrix_3,
|
||||
);
|
||||
|
||||
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
|
||||
return camera.proj * camera.view * world_position;
|
||||
}
|
51
res/shaders/globals.wgsl
Normal file
51
res/shaders/globals.wgsl
Normal file
|
@ -0,0 +1,51 @@
|
|||
// Vertex shader
|
||||
|
||||
struct CameraUniform {
|
||||
view: mat4x4<f32>,
|
||||
proj: mat4x4<f32>,
|
||||
position: vec4<f32>,
|
||||
}
|
||||
@group(0) @binding(0)
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>,
|
||||
color: vec4<f32>,
|
||||
}
|
||||
@group(1) @binding(0)
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) tex_coords: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) tangent: vec3<f32>,
|
||||
@location(4) bitangent: vec3<f32>,
|
||||
}
|
||||
|
||||
struct InstanceInput {
|
||||
@location(5) model_matrix_0: vec4<f32>,
|
||||
@location(6) model_matrix_1: vec4<f32>,
|
||||
@location(7) model_matrix_2: vec4<f32>,
|
||||
@location(8) model_matrix_3: vec4<f32>,
|
||||
@location(9) normal_matrix_0: vec3<f32>,
|
||||
@location(10) normal_matrix_1: vec3<f32>,
|
||||
@location(11) normal_matrix_2: vec3<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
@location(1) tangent_position: vec3<f32>,
|
||||
@location(2) tangent_light_position: vec3<f32>,
|
||||
@location(3) tangent_view_position: vec3<f32>,
|
||||
@location(4) world_position: vec3<f32>,
|
||||
@location(5) light_local_position: vec4<f32>,
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@group(1)@binding(1)
|
||||
var t_light_depth: texture_depth_2d;
|
||||
@group(1) @binding(2)
|
||||
var s_light_depth: sampler_comparison;
|
|
@ -1,43 +1,26 @@
|
|||
// Vertex shader
|
||||
#include globals.wgsl
|
||||
|
||||
struct Camera {
|
||||
view: mat4x4<f32>,
|
||||
proj: mat4x4<f32>,
|
||||
position: vec4<f32>,
|
||||
}
|
||||
@group(0) @binding(0)
|
||||
var<uniform> camera: Camera;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>,
|
||||
color: vec3<f32>,
|
||||
}
|
||||
@group(1) @binding(0)
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
struct LightVertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
struct LightVertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) color: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
model: LightVertexInput,
|
||||
) -> LightVertexOutput {
|
||||
let scale = 10.0;
|
||||
var out: VertexOutput;
|
||||
var out: LightVertexOutput;
|
||||
out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
|
||||
out.color = light.color;
|
||||
out.color = light.color.xyz;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,50 +1,9 @@
|
|||
#include constants.wgsl
|
||||
#include globals.wgsl
|
||||
#include brdf.wgsl
|
||||
|
||||
// Vertex shader
|
||||
|
||||
struct CameraUniform {
|
||||
view: mat4x4<f32>,
|
||||
proj: mat4x4<f32>,
|
||||
position: vec4<f32>,
|
||||
}
|
||||
@group(1) @binding(0)
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>,
|
||||
color: vec4<f32>,
|
||||
}
|
||||
@group(2) @binding(0)
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) tex_coords: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) tangent: vec3<f32>,
|
||||
@location(4) bitangent: vec3<f32>,
|
||||
}
|
||||
|
||||
struct InstanceInput {
|
||||
@location(5) model_matrix_0: vec4<f32>,
|
||||
@location(6) model_matrix_1: vec4<f32>,
|
||||
@location(7) model_matrix_2: vec4<f32>,
|
||||
@location(8) model_matrix_3: vec4<f32>,
|
||||
@location(9) normal_matrix_0: vec3<f32>,
|
||||
@location(10) normal_matrix_1: vec3<f32>,
|
||||
@location(11) normal_matrix_2: vec3<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
@location(1) tangent_position: vec3<f32>,
|
||||
@location(2) tangent_light_position: vec3<f32>,
|
||||
@location(3) tangent_view_position: vec3<f32>,
|
||||
@location(4) world_position: vec3<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
|
@ -81,25 +40,26 @@ fn vs_main(
|
|||
out.tangent_view_position = tangent_matrix * camera.position.xyz;
|
||||
|
||||
out.world_position = world_position.xyz;
|
||||
out.light_local_position = camera.proj * camera.view * world_position;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@group(0) @binding(0)
|
||||
@group(2) @binding(0)
|
||||
var t_diffuse: texture_2d<f32>;
|
||||
@group(0)@binding(1)
|
||||
@group(2)@binding(1)
|
||||
var s_diffuse: sampler;
|
||||
|
||||
@group(0)@binding(2)
|
||||
@group(2)@binding(2)
|
||||
var t_normal: texture_2d<f32>;
|
||||
@group(0) @binding(3)
|
||||
@group(2) @binding(3)
|
||||
var s_normal: sampler;
|
||||
|
||||
@group(0)@binding(4)
|
||||
@group(2)@binding(4)
|
||||
var t_roughness_metalness: texture_2d<f32>;
|
||||
@group(0) @binding(5)
|
||||
@group(2) @binding(5)
|
||||
var s_roughness_metalness: sampler;
|
||||
|
||||
@fragment
|
||||
|
@ -109,7 +69,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
|
||||
let object_roughness_metalness: vec4<f32> = textureSample(
|
||||
t_roughness_metalness, s_roughness_metalness, in.tex_coords);
|
||||
// TODO: AO
|
||||
//let light_depth = textureSampleCompareLevel(t_light_depth, s_light_depth, in.light_local_position.xy, 1.0);
|
||||
|
||||
let albedo = object_color.xyz;
|
||||
// TODO: pass factors to shader
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue