fix tangent space lighting
This commit is contained in:
parent
a17a751fc4
commit
de50520b02
4 changed files with 99 additions and 213 deletions
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@ -9,6 +9,7 @@ pub struct Instance {
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct InstanceRaw {
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pub struct InstanceRaw {
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pub model: [[f32; 4]; 4],
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pub model: [[f32; 4]; 4],
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pub normal: [[f32; 3]; 3],
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}
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}
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impl Instance {
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impl Instance {
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@ -17,6 +18,7 @@ impl Instance {
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model: (cgmath::Matrix4::from_translation(self.position)
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model: (cgmath::Matrix4::from_translation(self.position)
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* cgmath::Matrix4::from(self.rotation))
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* cgmath::Matrix4::from(self.rotation))
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.into(),
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.into(),
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normal: cgmath::Matrix3::from(self.rotation).into(),
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};
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};
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}
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}
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}
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}
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@ -31,6 +33,7 @@ impl Vertex for InstanceRaw {
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// instance when the shader starts processing a new instance
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// instance when the shader starts processing a new instance
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step_mode: wgpu::VertexStepMode::Instance,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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attributes: &[
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// model matrix
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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offset: 0,
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offset: 0,
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shader_location: 5,
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shader_location: 5,
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@ -51,6 +54,22 @@ impl Vertex for InstanceRaw {
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shader_location: 8,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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format: wgpu::VertexFormat::Float32x4,
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},
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},
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// normal matrix
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 19]>() as wgpu::BufferAddress,
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shader_location: 10,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 22]>() as wgpu::BufferAddress,
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shader_location: 11,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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],
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}
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}
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}
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}
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@ -74,7 +74,7 @@ pub struct ModelVertex {
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pub position: [f32; 3],
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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pub normal: [f32; 3],
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pub tangent: [f32; 4],
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pub tangent: [f32; 3],
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pub bitangent: [f32; 3],
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pub bitangent: [f32; 3],
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}
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}
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@ -38,151 +38,6 @@ pub async fn load_texture(
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return Texture::from_bytes(device, queue, &data, file_name, is_normal_map);
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return Texture::from_bytes(device, queue, &data, file_name, is_normal_map);
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}
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}
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pub async fn load_model_obj(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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) -> anyhow::Result<Model> {
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let obj_text = load_string(file_name).await?;
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let obj_cursor = Cursor::new(obj_text);
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let mut obj_reader = BufReader::new(obj_cursor);
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let (models, obj_materials) = tobj::load_obj_buf_async(
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&mut obj_reader,
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&tobj::LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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},
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|p| async move {
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let mat_text = load_string(&p).await.unwrap();
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tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
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},
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)
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.await?;
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let mut materials = Vec::new();
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for m in obj_materials? {
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let diffuse_texture_result = load_texture(&m.diffuse_texture, false, device, queue).await;
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let normal_texture_result = load_texture(&m.normal_texture, true, device, queue).await;
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let diffuse_texture: Texture;
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let normal_texture: Texture;
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if diffuse_texture_result.is_err() {
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diffuse_texture = load_texture("gray.png", false, device, queue).await?;
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} else {
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diffuse_texture = diffuse_texture_result?;
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}
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if normal_texture_result.is_err() {
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normal_texture = load_texture("gray.png", true, device, queue).await?;
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} else {
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normal_texture = normal_texture_result?;
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}
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materials.push(Material::new(
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device,
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&m.name,
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diffuse_texture,
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normal_texture,
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layout,
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));
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}
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let meshes = models
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.into_iter()
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.map(|m| {
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let mut vertices = (0..m.mesh.positions.len() / 3)
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.map(|i| ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
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normal: [
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m.mesh.normals[i * 3],
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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tangent: [0.0; 4],
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bitangent: [0.0; 3],
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})
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.collect::<Vec<_>>();
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let indices = &m.mesh.indices;
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let mut triangles_included = vec![0; vertices.len()];
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// tangents and bitangents from triangles
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for chunk in indices.chunks(3) {
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let v0 = vertices[chunk[0] as usize];
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let v1 = vertices[chunk[1] as usize];
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let v2 = vertices[chunk[2] as usize];
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let pos0: cgmath::Vector3<f32> = v0.position.into();
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let pos1: cgmath::Vector3<f32> = v1.position.into();
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let pos2: cgmath::Vector3<f32> = v2.position.into();
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let uv0: cgmath::Vector2<f32> = v0.tex_coords.into();
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let uv1: cgmath::Vector2<f32> = v1.tex_coords.into();
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let uv2: cgmath::Vector2<f32> = v2.tex_coords.into();
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let delta_pos1 = pos1 - pos0;
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let delta_pos2 = pos2 - pos0;
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let delta_uv1 = uv1 - uv0;
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let delta_uv2 = uv2 - uv0;
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let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
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let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
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let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
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for i in 0..3 {
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let sz = chunk[i] as usize;
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vertices[sz].tangent =
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(cgmath::Vector4::new(tangent.x, tangent.y, tangent.z, 0.0)
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+ cgmath::Vector4::from(vertices[sz].tangent))
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.into();
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vertices[sz].bitangent =
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(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
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triangles_included[sz] += 1;
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}
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}
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// Average the tangents/bitangents
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for (i, n) in triangles_included.into_iter().enumerate() {
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let denom = 1.0 / n as f32;
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let mut v = &mut vertices[i];
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v.tangent = (cgmath::Vector4::from(v.tangent) * denom).into();
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v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", file_name)),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Index Buffer", file_name)),
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contents: bytemuck::cast_slice(&m.mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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return Mesh {
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name: file_name.to_string(),
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id.unwrap_or(0),
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};
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})
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.collect::<Vec<_>>();
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return Ok(Model { meshes, materials });
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}
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pub async fn load_model_gltf(
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pub async fn load_model_gltf(
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file_name: &str,
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file_name: &str,
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device: &wgpu::Device,
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device: &wgpu::Device,
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@ -227,58 +82,66 @@ pub async fn load_model_gltf(
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panic!();
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panic!();
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}
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}
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// if let Some(tangent_attribute) = reader.read_tangents() {
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if let Some(tangent_attribute) = reader.read_tangents() {
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// let mut tangent_index = 0;
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println!("gltf: loading tangents from file");
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// tangent_attribute.for_each(|tangent| {
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let mut tangent_index = 0;
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// // dbg!(tangent);
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tangent_attribute.for_each(|tangent| {
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// vertices[tangent_index].tangent = tangent;
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// dbg!(tangent);
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// tangent_index += 1;
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vertices[tangent_index].tangent = [
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// });
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tangent[0] * tangent[3],
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// }
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tangent[1] * tangent[3],
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tangent[2] * tangent[3],
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];
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vertices[tangent_index].bitangent =
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cgmath::Vector3::from(vertices[tangent_index].normal)
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.cross(cgmath::Vector3::from(vertices[tangent_index].tangent))
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.into();
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tangent_index += 1;
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});
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} else {
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println!("gltf: no tangents in file, calculating from tris");
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// tangents and bitangents from triangles
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let mut triangles_included = vec![0; vertices.len()];
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for chunk in indices.chunks(3) {
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let v0 = vertices[chunk[0] as usize];
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let v1 = vertices[chunk[1] as usize];
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let v2 = vertices[chunk[2] as usize];
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// tangents and bitangents from triangles
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let pos0: cgmath::Vector3<f32> = v0.position.into();
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let mut triangles_included = vec![0; vertices.len()];
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let pos1: cgmath::Vector3<f32> = v1.position.into();
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for chunk in indices.chunks(3) {
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let pos2: cgmath::Vector3<f32> = v2.position.into();
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let v0 = vertices[chunk[0] as usize];
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let v1 = vertices[chunk[1] as usize];
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let v2 = vertices[chunk[2] as usize];
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let pos0: cgmath::Vector3<f32> = v0.position.into();
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let uv0: cgmath::Vector2<f32> = v0.tex_coords.into();
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let pos1: cgmath::Vector3<f32> = v1.position.into();
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let uv1: cgmath::Vector2<f32> = v1.tex_coords.into();
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let pos2: cgmath::Vector3<f32> = v2.position.into();
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let uv2: cgmath::Vector2<f32> = v2.tex_coords.into();
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let uv0: cgmath::Vector2<f32> = v0.tex_coords.into();
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let delta_pos1 = pos1 - pos0;
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let uv1: cgmath::Vector2<f32> = v1.tex_coords.into();
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let delta_pos2 = pos2 - pos0;
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let uv2: cgmath::Vector2<f32> = v2.tex_coords.into();
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let delta_pos1 = pos1 - pos0;
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let delta_uv1 = uv1 - uv0;
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let delta_pos2 = pos2 - pos0;
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let delta_uv2 = uv2 - uv0;
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let delta_uv1 = uv1 - uv0;
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let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
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let delta_uv2 = uv2 - uv0;
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let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
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let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
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let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
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for i in 0..3 {
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let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
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let sz = chunk[i] as usize;
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let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
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vertices[sz].tangent =
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(tangent + cgmath::Vector3::from(vertices[sz].tangent)).into();
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for i in 0..3 {
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vertices[sz].bitangent =
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let sz = chunk[i] as usize;
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(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
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vertices[sz].tangent =
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triangles_included[sz] += 1;
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(cgmath::Vector4::new(tangent.x, tangent.y, tangent.z, 0.0)
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}
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+ cgmath::Vector4::from(vertices[sz].tangent))
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.into();
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vertices[sz].bitangent =
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(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
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triangles_included[sz] += 1;
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}
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}
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}
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// Average the tangents/bitangents
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// Average the tangents/bitangents
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for (i, n) in triangles_included.into_iter().enumerate() {
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for (i, n) in triangles_included.into_iter().enumerate() {
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let denom = 1.0 / n as f32;
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let denom = 1.0 / n as f32;
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let mut v = &mut vertices[i];
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let mut v = &mut vertices[i];
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v.tangent = (cgmath::Vector4::from(v.tangent) * denom).into();
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v.tangent = (cgmath::Vector3::from(v.tangent) * denom).into();
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v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
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v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
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}
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}
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}
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if let Some(tex_coord_attribute) = reader.read_tex_coords(0).map(|v| v.into_f32()) {
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if let Some(tex_coord_attribute) = reader.read_tex_coords(0).map(|v| v.into_f32()) {
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@ -28,6 +28,9 @@ struct InstanceInput {
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@location(6) model_matrix_1: 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(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: 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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}
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struct VertexOutput {
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struct VertexOutput {
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@ -37,7 +40,6 @@ struct VertexOutput {
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@location(2) tangent_light_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(3) tangent_view_position: vec3<f32>,
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@location(4) world_position: vec3<f32>,
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@location(4) world_position: vec3<f32>,
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@location(5) world_normal: vec3<f32>,
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}
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}
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@vertex
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@vertex
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@ -51,18 +53,23 @@ fn vs_main(
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instance.model_matrix_2,
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instance.model_matrix_2,
|
||||||
instance.model_matrix_3,
|
instance.model_matrix_3,
|
||||||
);
|
);
|
||||||
|
let normal_matrix = mat3x3<f32>(
|
||||||
|
instance.normal_matrix_0,
|
||||||
|
instance.normal_matrix_1,
|
||||||
|
instance.normal_matrix_2,
|
||||||
|
);
|
||||||
|
|
||||||
let world_normal = normalize((model_matrix * vec4<f32>(model.normal, 0.0)).xyz);
|
let world_normal = normalize(normal_matrix * model.normal);
|
||||||
let world_tangent = normalize((model_matrix * vec4<f32>(model.tangent, 0.0)).xyz);
|
let world_tangent = normalize(normal_matrix * model.tangent);
|
||||||
let world_bitangent = normalize((model_matrix * vec4<f32>(model.bitangent, 0.0)).xyz);
|
let world_bitangent = normalize(normal_matrix * model.bitangent);
|
||||||
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
|
|
||||||
|
|
||||||
let tangent_matrix = transpose(mat3x3<f32>(
|
let tangent_matrix = transpose(mat3x3<f32>(
|
||||||
world_tangent,
|
world_tangent,
|
||||||
world_bitangent,
|
world_bitangent,
|
||||||
world_normal,
|
world_normal,
|
||||||
));
|
));
|
||||||
|
|
||||||
|
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
|
||||||
|
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
out.clip_position = camera.proj * camera.view * world_position;
|
out.clip_position = camera.proj * camera.view * world_position;
|
||||||
out.tex_coords = model.tex_coords;
|
out.tex_coords = model.tex_coords;
|
||||||
|
@ -70,7 +77,6 @@ fn vs_main(
|
||||||
out.tangent_light_position = tangent_matrix * light.position;
|
out.tangent_light_position = tangent_matrix * light.position;
|
||||||
out.tangent_view_position = tangent_matrix * camera.position.xyz;
|
out.tangent_view_position = tangent_matrix * camera.position.xyz;
|
||||||
|
|
||||||
out.world_normal = world_normal.xyz;
|
|
||||||
out.world_position = world_position.xyz;
|
out.world_position = world_position.xyz;
|
||||||
|
|
||||||
return out;
|
return out;
|
||||||
|
@ -88,39 +94,37 @@ var t_normal: texture_2d<f32>;
|
||||||
@group(0) @binding(3)
|
@group(0) @binding(3)
|
||||||
var s_normal: sampler;
|
var s_normal: sampler;
|
||||||
|
|
||||||
// TODO: fix using tangent space and normal texture instead of world
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
// textures
|
||||||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||||
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
|
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
|
||||||
|
|
||||||
// lighting vecs
|
// lighting vecs
|
||||||
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
||||||
// let light_dir = normalize(in.tangent_light_position - in.tangent_position);
|
var light_dir = normalize(in.tangent_light_position - in.tangent_position);
|
||||||
var light_dir = light.position - in.world_position;
|
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
|
||||||
let light_dist = length(light_dir);
|
let half_dir = normalize(view_dir + light_dir);
|
||||||
light_dir = normalize(light_dir);
|
|
||||||
|
// attenuation
|
||||||
|
let light_dist = length(light.position - in.world_position);
|
||||||
let coef_a = 0.0;
|
let coef_a = 0.0;
|
||||||
let coef_b = 1.25;
|
let coef_b = 1.25;
|
||||||
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
|
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
|
||||||
// let view_dir = normalize(in.tangent_view_position - in.tangent_position);
|
|
||||||
let view_dir = normalize(camera.position.xyz - in.world_position);
|
|
||||||
let half_dir = normalize(view_dir + light_dir);
|
|
||||||
|
|
||||||
// ambient
|
|
||||||
let ambient_strength = 0.025;
|
|
||||||
let ambient_color = vec3(1.0) * ambient_strength;
|
|
||||||
|
|
||||||
// diffuse
|
// diffuse
|
||||||
// let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||||
let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
|
|
||||||
let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
|
let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
|
||||||
|
|
||||||
// specular
|
// specular
|
||||||
// let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||||
let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
|
|
||||||
let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
|
let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
|
||||||
|
|
||||||
|
// ambient
|
||||||
|
let ambient_light_color = vec3(1.0);
|
||||||
|
let ambient_strength = 0.025;
|
||||||
|
let ambient_color = ambient_light_color * ambient_strength;
|
||||||
|
|
||||||
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
||||||
|
|
||||||
return vec4<f32>(result, object_color.a);
|
return vec4<f32>(result, object_color.a);
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue