WIP shadowmapping
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2fdae1a23a
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9 changed files with 270 additions and 122 deletions
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@ -1,50 +1,9 @@
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#include constants.wgsl
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#include globals.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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@ -81,25 +40,26 @@ fn vs_main(
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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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out.light_local_position = camera.proj * camera.view * world_position;
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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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@group(2) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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@group(2)@binding(1)
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var s_diffuse: sampler;
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@group(0)@binding(2)
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@group(2)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(0) @binding(3)
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@group(2) @binding(3)
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var s_normal: sampler;
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@group(0)@binding(4)
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@group(2)@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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@group(2) @binding(5)
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var s_roughness_metalness: sampler;
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@fragment
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@ -109,7 +69,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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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 light_depth = textureSampleCompareLevel(t_light_depth, s_light_depth, in.light_local_position.xy, 1.0);
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let albedo = object_color.xyz;
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// TODO: pass factors to shader
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