wgpu/tests/in/shadow.wgsl

64 lines
1.7 KiB
WebGPU Shading Language

[[block]]
struct Globals {
num_lights: vec4<u32>;
};
[[group(0), binding(0)]]
var<uniform> u_globals: Globals;
struct Light {
proj: mat4x4<f32>;
pos: vec4<f32>;
color: vec4<f32>;
};
[[block]]
struct Lights {
data: [[stride(96)]] array<Light>;
};
[[group(0), binding(1)]]
var<storage> s_lights: [[access(read)]] Lights;
[[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>) -> f32 {
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
let flip_correction = vec2<f32>(0.5, -0.5);
let light_local = homogeneous_coords.xy * flip_correction / homogeneous_coords.w + vec2<f32>(0.5, 0.5);
return textureSampleCompare(t_shadow, sampler_shadow, light_local, i32(light_id), homogeneous_coords.z / homogeneous_coords.w);
}
let c_ambient: vec3<f32> = vec3<f32>(0.05, 0.05, 0.05);
let c_max_lights: u32 = 10u;
[[stage(fragment)]]
fn fs_main(
[[location(0)]] raw_normal: vec3<f32>,
[[location(1)]] position: vec4<f32>
) -> [[location(0)]] vec4<f32> {
let normal: vec3<f32> = normalize(raw_normal);
// accumulate color
var color: vec3<f32> = c_ambient;
var i: u32 = 0u;
loop {
if (i >= min(u_globals.num_lights.x, c_max_lights)) {
break;
}
let light = s_lights.data[i];
let shadow = fetch_shadow(i, light.proj * position);
let light_dir = normalize(light.pos.xyz - position.xyz);
let diffuse = max(0.0, dot(normal, light_dir));
color = color + shadow * diffuse * light.color.xyz;
continuing {
i = i + 1u;
}
}
// multiply the light by material color
return vec4<f32>(color, 1.0);
}