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