mach/examples/texture-light/cube.wgsl
2022-04-21 04:39:24 -07:00

75 lines
2.1 KiB
WebGPU Shading Language

struct CameraUniform {
pos: vec4<f32>,
view_proj: mat4x4<f32>,
};
struct InstanceInput {
@location(3) model_matrix_0: vec4<f32>,
@location(4) model_matrix_1: vec4<f32>,
@location(5) model_matrix_2: vec4<f32>,
@location(6) model_matrix_3: vec4<f32>,
};
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) tex_coords: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) normal: vec3<f32>,
@location(2) position: vec3<f32>,
};
struct Light {
position: vec4<f32>,
color: vec4<f32>,
};
@group(0) @binding(0) var<uniform> camera: CameraUniform;
@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
@group(1) @binding(1) var s_diffuse: sampler;
@group(2) @binding(0) var<uniform> light: Light;
@stage(vertex)
fn vs_main(model: VertexInput, instance: InstanceInput) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
var out: VertexOutput;
let world_pos = model_matrix * vec4<f32>(model.position, 1.0);
out.position = world_pos.xyz;
out.normal = (model_matrix * vec4<f32>(model.normal, 0.0)).xyz;
out.clip_position = camera.view_proj * world_pos;
out.tex_coords = model.tex_coords;
return out;
}
@stage(fragment)
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let ambient = 0.1;
let ambient_color = light.color.rbg * ambient;
let light_dir = normalize(light.position.xyz - in.position);
let diffuse = max(dot(in.normal, light_dir), 0.0);
let diffuse_color = light.color.rgb * diffuse;
let view_dir = normalize(camera.pos.xyz - in.position);
let half_dir = normalize(view_dir + light_dir);
let specular = pow(max(dot(in.normal, half_dir), 0.0), 32.0);
let specular_color = light.color.rbg * specular;
let all = ambient_color + diffuse_color + specular_color;
let result = all * object_color.rbg;
return vec4<f32>(result, object_color.a);
}