struct Globals { view_proj: mat4x4, num_lights: vec4, } @group(0) @binding(0) var u_globals: Globals; struct Entity { world: mat4x4, color: vec4, } @group(1) @binding(0) var u_entity: Entity; /* Not useful for testing @stage(vertex) fn vs_bake(@location(0) position: vec4) -> @builtin(position) vec4 { return u_globals.view_proj * u_entity.world * vec4(position); } */ struct VertexOutput { @builtin(position) proj_position: vec4, @location(0) world_normal: vec3, @location(1) world_position: vec4, } @stage(vertex) fn vs_main( @location(0) position: vec4, @location(1) normal: vec4, ) -> VertexOutput { let w = u_entity.world; let world_pos = u_entity.world * vec4(position); var out: VertexOutput; out.world_normal = mat3x3(w.x.xyz, w.y.xyz, w.z.xyz) * vec3(normal.xyz); out.world_position = world_pos; out.proj_position = u_globals.view_proj * world_pos; return out; } // fragment shader struct Light { proj: mat4x4, pos: vec4, color: vec4, } @group(0) @binding(1) var s_lights: array; @group(0) @binding(1) var u_lights: array; // Used when storage types are not supported @group(0) @binding(2) var t_shadow: texture_depth_2d_array; @group(0) @binding(3) var sampler_shadow: sampler_comparison; fn fetch_shadow(light_id: u32, homogeneous_coords: vec4) -> f32 { if (homogeneous_coords.w <= 0.0) { return 1.0; } // compensate for the Y-flip difference between the NDC and texture coordinates let flip_correction = vec2(0.5, -0.5); // compute texture coordinates for shadow lookup let proj_correction = 1.0 / homogeneous_coords.w; let light_local = homogeneous_coords.xy * flip_correction * proj_correction + vec2(0.5, 0.5); // do the lookup, using HW PCF and comparison return textureSampleCompareLevel(t_shadow, sampler_shadow, light_local, i32(light_id), homogeneous_coords.z * proj_correction); } let c_ambient: vec3 = vec3(0.05, 0.05, 0.05); let c_max_lights: u32 = 10u; @stage(fragment) fn fs_main(in: VertexOutput) -> @location(0) vec4 { let normal = normalize(in.world_normal); // accumulate color var color: vec3 = c_ambient; for(var i = 0u; i < min(u_globals.num_lights.x, c_max_lights); i++) { let light = s_lights[i]; // project into the light space let shadow = fetch_shadow(i, light.proj * in.world_position); // compute Lambertian diffuse term let light_dir = normalize(light.pos.xyz - in.world_position.xyz); let diffuse = max(0.0, dot(normal, light_dir)); // add light contribution color += shadow * diffuse * light.color.xyz; } // multiply the light by material color return vec4(color, 1.0) * u_entity.color; } // The fragment entrypoint used when storage buffers are not available for the lights @stage(fragment) fn fs_main_without_storage(in: VertexOutput) -> @location(0) vec4 { let normal = normalize(in.world_normal); var color: vec3 = c_ambient; for(var i = 0u; i < min(u_globals.num_lights.x, c_max_lights); i++) { // This line is the only difference from the entrypoint above. It uses the lights // uniform instead of the lights storage buffer let light = u_lights[i]; let shadow = fetch_shadow(i, light.proj * in.world_position); let light_dir = normalize(light.pos.xyz - in.world_position.xyz); let diffuse = max(0.0, dot(normal, light_dir)); color += shadow * diffuse * light.color.xyz; } return vec4(color, 1.0) * u_entity.color; }