#include constants.wgsl #include globals.wgsl #include brdf.wgsl // Vertex shader @vertex fn vs_main( model: VertexInput, instance: InstanceInput, ) -> VertexOutput { let model_matrix = mat4x4( instance.model_matrix_0, instance.model_matrix_1, instance.model_matrix_2, instance.model_matrix_3, ); let normal_matrix = mat3x3( instance.normal_matrix_0, instance.normal_matrix_1, instance.normal_matrix_2, ); let world_normal = normalize(normal_matrix * model.normal); let world_tangent = normalize(normal_matrix * model.tangent); let world_bitangent = normalize(normal_matrix * model.bitangent); let tangent_matrix = transpose(mat3x3( world_tangent, world_bitangent, world_normal, )); let world_position = model_matrix * vec4(model.position, 1.0); var out: VertexOutput; out.clip_position = camera.proj * camera.view * world_position; out.tex_coords = model.tex_coords; out.tangent_position = tangent_matrix * world_position.xyz; out.tangent_light_position = tangent_matrix * light.position; out.tangent_view_position = tangent_matrix * camera.position.xyz; out.world_position = world_position; return out; } // Fragment shader @group(2)@binding(0) var t_light_depth: texture_depth_2d_array; @group(2) @binding(1) var s_light_depth: sampler_comparison; @group(3) @binding(0) var t_diffuse: texture_2d; @group(3)@binding(1) var s_diffuse: sampler; @group(3)@binding(2) var t_normal: texture_2d; @group(3) @binding(3) var s_normal: sampler; @group(3)@binding(4) var t_roughness_metalness: texture_2d; @group(3) @binding(5) var s_roughness_metalness: sampler; fn sample_direct_light(index: i32, light_coords: vec4) -> f32 { if (light_coords.w <= 0.0) { return 0.0; } let flip_correction = vec2(0.5, -0.5); let proj_correction = 1.0 / light_coords.w; let light_local = light_coords.xy * flip_correction * proj_correction + vec2(0.5, 0.5); let bias = 0.000001; let reference_depth = light_coords.z * proj_correction - bias; var total_sample = 0.0; for (var i: i32 = 0; i < SHADOW_SAMPLES; i++) { let phase = i % 4; var offset = vec2(f32(i / 4) * SHADOW_SAMPLE_DIST); if (phase == 1 || phase == 3) { offset.x = -offset.x; } if (phase == 2 || phase == 3) { offset.y = -offset.y; } let s = textureSampleCompare( t_light_depth, s_light_depth, light_local + offset, index, reference_depth ); total_sample += s * INV_SHADOW_SAMPLES; } return total_sample; } @fragment fn fs_main(vert: VertexOutput) -> @location(0) vec4 { // textures let object_color: vec4 = textureSample(t_diffuse, s_diffuse, vert.tex_coords); let object_normal: vec4 = textureSample(t_normal, s_normal, vert.tex_coords); let object_roughness_metalness: vec4 = textureSample( t_roughness_metalness, s_roughness_metalness, vert.tex_coords); let albedo = object_color.xyz; // TODO: pass factors to shader let roughness = object_roughness_metalness.y * 1.0; let metalness = object_roughness_metalness.z * 1.0; var total_radiance: vec3; var in_light = 0.0; for (var i: i32 = 0; i < 6; i++) { let light_coords = light.matrices[i] * vert.world_position; let light_dir = normalize(light_coords.xyz); let bias = 0.01; // z can never be smaller than this inside 90 degree frustum if (light_dir.z < INV_SQRT_3 - bias) { continue; } // x and y can never be larger than this inside frustum if (abs(light_dir.y) > INV_SQRT_2 + bias) { continue; } if (abs(light_dir.x) > INV_SQRT_2 + bias) { continue; } in_light = sample_direct_light(i, light_coords); // TODO should break even if 0 since we're inside frustum. // See if causes issues with bias overlap between directions. if (in_light > 0.0) { break; } } if (in_light > 0.0) { // lighting vecs let normal_dir = object_normal.xyz * 2.0 - 1.0; var light_dir = normalize(vert.tangent_light_position - vert.tangent_position); let view_dir = normalize(vert.tangent_view_position - vert.tangent_position); let half_dir = normalize(view_dir + light_dir); // attenuation let light_dist = length(light.position - vert.world_position.xyz); let coef_a = 0.0; let coef_b = 1.0; let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist); // radiance let radiance_strength = max(dot(normal_dir, light_dir), 0.0); let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation * in_light; // brdf shading total_radiance += radiance * brdf( normal_dir, light_dir, view_dir, half_dir, albedo, roughness, metalness ); } // ambient let ambient_strength = 0.02; let ambient_color = ambient_strength * albedo; var result = ambient_color + total_radiance; // tonemap result = result / (result + vec3(1.0)); // gamma correction // TODO: seems to already be handled by wgpu? // result = pow(result, vec3(1.0/2.2)); return vec4(result, object_color.a); }