WIP shadowmapping
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7 changed files with 145 additions and 91 deletions
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@ -39,8 +39,7 @@ fn vs_main(
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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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out.light_local_position = camera.proj * camera.view * world_position;
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out.world_position = world_position;
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return out;
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}
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@ -62,46 +61,74 @@ var t_roughness_metalness: texture_2d<f32>;
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@group(2) @binding(5)
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var s_roughness_metalness: sampler;
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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 1.0;
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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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return textureSampleCompareLevel(
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t_light_depth[index],
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s_light_depth[index],
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light_local,
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light_coords.z * proj_correction
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);
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(vert: 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_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, vert.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, vert.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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//let light_depth = textureSampleCompareLevel(t_light_depth, s_light_depth, in.light_local_position.xy, 1.0);
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t_roughness_metalness, s_roughness_metalness, vert.tex_coords);
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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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var total_radiance: vec3<f32>;
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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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var in_light = 0.0;
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for (var i: i32 = 0; i < 6; i++) {
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in_light = sample_direct_light(i, light.matrices[i] * vert.world_position);
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if (in_light > 0.0) {
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break;
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}
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}
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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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if (in_light > 0.0) {
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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(vert.tangent_light_position - vert.tangent_position);
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let view_dir = normalize(vert.tangent_view_position - vert.tangent_position);
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let half_dir = normalize(view_dir + light_dir);
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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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// attenuation
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let light_dist = length(light.position - vert.world_position.xyz);
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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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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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}
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// ambient
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let ambient_strength = 0.01;
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