stylized 1-bit rendering

This commit is contained in:
Jonas H
2026-01-21 11:04:55 +01:00
parent 5d2eca0393
commit 2422106725
40 changed files with 2859 additions and 366 deletions

299
shaders/shared.wgsl Normal file
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@@ -0,0 +1,299 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) instance_model_0: vec4<f32>,
@location(4) instance_model_1: vec4<f32>,
@location(5) instance_model_2: vec4<f32>,
@location(6) instance_model_3: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) light_space_position: vec4<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
light_view_projection: mat4x4<f32>,
camera_position: vec3<f32>,
height_scale: f32,
time: f32,
shadow_bias: f32,
light_direction: vec3<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var shadow_map: texture_depth_2d;
@group(0) @binding(2)
var shadow_sampler: sampler_comparison;
@group(0) @binding(3)
var dither_texture_array: texture_2d_array<f32>;
@group(0) @binding(4)
var dither_sampler: sampler;
@group(0) @binding(5)
var flowmap_texture: texture_2d<f32>;
@group(0) @binding(6)
var flowmap_sampler: sampler;
const PI: f32 = 3.14159265359;
const TERRAIN_BOUNDS: vec2<f32> = vec2<f32>(1000.0, 1000.0);
const LINE_THICKNESS: f32 = 0.1;
const OCTAVE_STEPS: f32 = 4.0;
const STROKE_LENGTH: f32 = 0.8;
fn hash2(p: vec2<f32>) -> f32 {
let p3 = fract(vec3<f32>(p.x, p.y, p.x) * 0.13);
let p3_dot = dot(p3, vec3<f32>(p3.y + 3.333, p3.z + 3.333, p3.x + 3.333));
return fract((p3.x + p3.y) * p3_dot);
}
fn rand(p: vec2f) -> f32 {
return fract(sin(dot(p, vec2f(12.9898, 78.233))) * 43758.5453);
}
struct StrokeData {
world_pos_2d: vec2<f32>,
tile_center: vec2<f32>,
tile_size: f32,
direction_to_light: vec2<f32>,
distance_to_light: f32,
perpendicular_to_light: vec2<f32>,
rotation_t: f32,
line_direction: vec2<f32>,
perpendicular_to_line: vec2<f32>,
octave_index: f32,
offset: vec2<f32>,
local_pos: vec2<f32>,
}
fn compute_perpendicular(dir: vec2<f32>) -> vec2<f32> {
return normalize(vec2<f32>(-dir.y, dir.x));
}
fn compute_rotation_t(distance_to_light: f32) -> f32 {
return pow(min(max(distance_to_light - 1.0 / OCTAVE_STEPS, 0.0) * OCTAVE_STEPS, 1.0), 2.0);
}
fn sample_shadow_map(light_space_pos: vec4<f32>) -> f32 {
let proj_coords = light_space_pos.xyz / light_space_pos.w;
let ndc_coords = proj_coords * vec3<f32>(0.5, -0.5, 1.0) + vec3<f32>(0.5, 0.5, 0.0);
if ndc_coords.x < 0.0 || ndc_coords.x > 1.0 ||
ndc_coords.y < 0.0 || ndc_coords.y > 1.0 ||
ndc_coords.z < 0.0 || ndc_coords.z > 1.0 {
return 1.0;
}
let depth = ndc_coords.z - uniforms.shadow_bias;
let shadow = textureSampleCompare(shadow_map, shadow_sampler, ndc_coords.xy, depth);
return shadow;
}
fn hatching_lighting(world_pos: vec3<f32>, tile_scale: f32, direction: vec2<f32>, distance: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let tile_size = 1.0 / tile_scale;
let base_tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
var min_lighting = 1.0;
for (var tile_y: i32 = -1; tile_y <= 1; tile_y++) {
for (var tile_x: i32 = -1; tile_x <= 1; tile_x++) {
let tile_center = base_tile_center + vec2<f32>(f32(tile_x), f32(tile_y)) * tile_size;
let perpendicular_to_light = compute_perpendicular(direction);
let t = compute_rotation_t(distance);
let parallel = mix(perpendicular_to_light, direction, t / 2.0);
let perpendicular = compute_perpendicular(parallel);
let octave_index = round((1.0 - pow(distance, 2.0)) * OCTAVE_STEPS);
let spacing = LINE_THICKNESS * 1.5;
var max_offset: i32;
switch i32(octave_index) {
case default {
max_offset = 0;
}
case 3 {
max_offset = 3;
}
case 2 {
max_offset = 9;
}
case 1 {
max_offset = 9;
}
}
for (var i: i32 = -max_offset; i <= max_offset; i++) {
let random = rand(tile_center + vec2<f32>(f32(i), f32(-i)));
var chance: f32;
switch i32(octave_index) {
case 1, default: {
chance = 1.0;
}
case 2: {
chance = 0.5;
}
case 3: {
chance = 0.8;
}
}
if random > chance {
continue;
}
let offset = perpendicular * f32(i) * tile_size / f32(max_offset);
let local_pos = world_pos_2d - tile_center - offset;
let stroke_data = StrokeData(
world_pos_2d,
tile_center,
tile_size,
direction,
distance,
perpendicular_to_light,
t,
parallel,
perpendicular,
octave_index,
offset,
local_pos,
);
let lighting = line_stroke_lighting(stroke_data);
min_lighting = min(min_lighting, lighting);
}
}
}
return min_lighting;
}
fn point_lighting(world_pos: vec3<f32>, point_light: vec3<f32>, tile_scale: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let light_pos_2d = vec2<f32>(point_light.x, point_light.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let direction_to_point = light_pos_2d - tile_center;
let distance_to_point = min(length(direction_to_point) / 60.0, 1.0);
let direction_normalized = normalize(direction_to_point);
return hatching_lighting(world_pos, tile_scale, direction_normalized, distance_to_point);
}
fn point_lighting_with_shadow(world_pos: vec3<f32>, normal: vec3<f32>, point_light: vec3<f32>, tile_scale: f32, shadow: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let light_pos_2d = vec2<f32>(point_light.x, point_light.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let direction_to_point_3d = normalize(point_light - world_pos);
let diffuse = max(0.0, dot(normalize(normal), direction_to_point_3d));
let direction_to_point = light_pos_2d - tile_center;
let distance_to_point = min(length(direction_to_point) / 60.0, 1.0);
let direction_normalized = normalize(direction_to_point);
let lighting_intensity = shadow * diffuse;
let darkness = 1.0 - lighting_intensity;
let combined_distance = min(distance_to_point + darkness * 0.5, 1.0);
return hatching_lighting(world_pos, tile_scale, direction_normalized, combined_distance);
}
fn line_stroke_lighting(data: StrokeData) -> f32 {
let octave_normalized = data.octave_index / OCTAVE_STEPS;
if data.octave_index > 3.0 {
return 1.0;
} else if data.octave_index < 1.0 {
return 0.0;
}
let noise = hash2(data.tile_center + data.offset) * 2.0 - 1.0;
var noise_at_octave = noise;
var jitter: f32;
switch i32(data.octave_index) {
case default {
noise_at_octave = noise;
jitter = 1.0;
}
case 2 {
noise_at_octave = noise / 10.0;
jitter = 1.0;
}
case 3 {
noise_at_octave = noise / 20.0;
jitter = 0.5;
}
}
let line = mix(data.perpendicular_to_light, data.direction_to_light, data.rotation_t / (2.0 + noise_at_octave));
let perpendicular_to_line = compute_perpendicular(line);
let parallel_coord = dot(data.local_pos, line);
let perpendicular_coord = dot(data.local_pos, perpendicular_to_line);
let line_half_width = LINE_THICKNESS * (1.0 - octave_normalized * 0.5);
let straight_section_half_length = max(0.0, data.tile_size * 0.4 - line_half_width);
let parallel_jitter = (rand(data.tile_center + data.offset * 123.456) * 2.0 - 1.0) * data.tile_size * jitter;
let jittered_parallel_coord = parallel_coord - parallel_jitter;
let overhang = max(0.0, abs(jittered_parallel_coord) - straight_section_half_length);
let effective_distance = sqrt(overhang * overhang + perpendicular_coord * perpendicular_coord);
return step(line_half_width, effective_distance);
}
fn flowmap_path_lighting(world_pos: vec3<f32>, tile_scale: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let flowmap_uv = (tile_center + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0);
let x = flowmap_sample.r * 2.0 - 1.0;
let y = flowmap_sample.g * 2.0 - 1.0;
let direction_to_path = normalize(vec2<f32>(x, y));
let distance_to_path = flowmap_sample.b;
return hatching_lighting(world_pos, tile_scale, direction_to_path, distance_to_path);
}
fn flowmap_path_lighting_with_shadow(world_pos: vec3<f32>, normal: vec3<f32>, tile_scale: f32, shadow: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let flowmap_uv = (tile_center + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0);
let x = flowmap_sample.r * 2.0 - 1.0;
let y = flowmap_sample.g * 2.0 - 1.0;
let direction_to_path = normalize(vec2<f32>(x, y));
let distance_to_path = flowmap_sample.b;
let light_dir_3d = normalize(vec3<f32>(-x, 100.0, -y));
let diffuse = max(0.0, dot(normalize(normal), light_dir_3d));
let lighting_intensity = diffuse * shadow;
let darkness = 1.0 - lighting_intensity;
let combined_distance = min(distance_to_path + darkness * 0.5, 1.0);
return hatching_lighting(world_pos, tile_scale, direction_to_path, combined_distance);
}

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@@ -1,97 +1,38 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let world_pos = uniforms.model * vec4<f32>(input.position, 1.0);
let instance_model = mat4x4<f32>(
input.instance_model_0,
input.instance_model_1,
input.instance_model_2,
input.instance_model_3
);
let world_pos = instance_model * vec4<f32>(input.position, 1.0);
output.world_position = world_pos.xyz;
output.world_normal = (uniforms.model * vec4<f32>(input.normal, 0.0)).xyz;
output.clip_position = uniforms.projection * uniforms.view * world_pos;
let normal_matrix = mat3x3<f32>(
instance_model[0].xyz,
instance_model[1].xyz,
instance_model[2].xyz
);
output.world_normal = normalize(normal_matrix * input.normal);
output.light_space_position = uniforms.light_view_projection * world_pos;
return output;
}
fn bayer_2x2_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 4>(
0.0/4.0, 2.0/4.0,
3.0/4.0, 1.0/4.0
);
let x = i32(screen_pos.x) % 2;
let y = i32(screen_pos.y) % 2;
let index = y * 2 + x;
return select(0.0, 1.0, value > pattern[index]);
}
fn bayer_4x4_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 16>(
0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0,
12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0,
3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0,
15.0/16.0, 7.0/16.0, 13.0/16.0, 5.0/16.0
);
let x = i32(screen_pos.x) % 4;
let y = i32(screen_pos.y) % 4;
let index = y * 4 + x;
return select(0.0, 1.0, value > pattern[index]);
}
fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 64>(
0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
);
let x = i32(screen_pos.x) % 8;
let y = i32(screen_pos.y) % 8;
let index = y * 8 + x;
return select(0.0, 1.0, value > pattern[index]);
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let light_pos = vec3<f32>(5.0, 5.0, 5.0);
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let object_color = vec3<f32>(1.0, 1.0, 1.0);
let shadow = sample_shadow_map(input.light_space_position);
let ambient_strength = 0.3;
let ambient = ambient_strength * light_color;
let tile_scale = 1.0;
let flowmap_strokes = flowmap_path_lighting_with_shadow(input.world_position, input.world_normal, tile_scale, shadow);
let point_strokes = point_lighting_with_shadow(input.world_position, input.world_normal, vec3<f32>(0.0, 100.0, 0.0), tile_scale, shadow);
let brightness = max(flowmap_strokes, point_strokes);
let norm = normalize(input.world_normal);
let light_dir = normalize(vec3<f32>(1.0, -1.0, 1.0));
let diff = max(dot(norm, light_dir), 0.0);
let diffuse = diff * light_color;
let result = (ambient + diffuse) * object_color;
let dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
let dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
let dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
return vec4<f32>(brightness, brightness, brightness, 1.0);
}

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@@ -1,120 +1,70 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
height_scale: f32,
time: f32,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var height_texture: texture_2d<f32>;
@group(0) @binding(2)
var height_sampler: sampler;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let height = textureSampleLevel(height_texture, height_sampler, input.uv, 0.0).r;
let instance_model = mat4x4<f32>(
input.instance_model_0,
input.instance_model_1,
input.instance_model_2,
input.instance_model_3
);
var displaced_pos = input.position;
displaced_pos.y += height * uniforms.height_scale;
let texel_size = vec2<f32>(1.0 / 512.0, 1.0 / 512.0);
let height_left = textureSampleLevel(height_texture, height_sampler, input.uv - vec2<f32>(texel_size.x, 0.0), 0.0).r;
let height_right = textureSampleLevel(height_texture, height_sampler, input.uv + vec2<f32>(texel_size.x, 0.0), 0.0).r;
let height_down = textureSampleLevel(height_texture, height_sampler, input.uv - vec2<f32>(0.0, texel_size.y), 0.0).r;
let height_up = textureSampleLevel(height_texture, height_sampler, input.uv + vec2<f32>(0.0, texel_size.y), 0.0).r;
let dh_dx = (height_right - height_left) * uniforms.height_scale;
let dh_dz = (height_up - height_down) * uniforms.height_scale;
let normal = normalize(vec3<f32>(-dh_dx, 1.0, -dh_dz));
let world_pos = uniforms.model * vec4<f32>(displaced_pos, 1.0);
let world_pos = instance_model * vec4<f32>(input.position, 1.0);
output.world_position = world_pos.xyz;
output.world_normal = normalize((uniforms.model * vec4<f32>(normal, 0.0)).xyz);
output.clip_position = uniforms.projection * uniforms.view * world_pos;
output.uv = input.uv;
let normal_matrix = mat3x3<f32>(
instance_model[0].xyz,
instance_model[1].xyz,
instance_model[2].xyz
);
output.world_normal = normalize(normal_matrix * input.normal);
output.light_space_position = uniforms.light_view_projection * world_pos;
return output;
}
fn hash(p: vec2<f32>) -> f32 {
var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
fn should_glitter(screen_pos: vec2<f32>, time: f32) -> bool {
let pixel_pos = floor(screen_pos);
let h = hash(pixel_pos);
let time_offset = h * 6283.18;
let sparkle_rate = 0.2;
let sparkle = sin(time * sparkle_rate + time_offset) * 0.5 + 0.5;
let threshold = 0.95;
return sparkle > threshold && h > 0.95;
}
fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 64>(
0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
);
let x = i32(screen_pos.x) % 8;
let y = i32(screen_pos.y) % 8;
let index = y * 8 + x;
return select(0.2, 1.0, value > pattern[index]);
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let light_dir = normalize(vec3<f32>(-0.5, -1.0, -0.5));
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let object_color = vec3<f32>(1.0, 1.0, 1.0);
let debug = 0u;
let ambient_strength = 0.2;
let ambient = ambient_strength * light_color;
let norm = normalize(input.world_normal);
let diff = max(dot(norm, -light_dir), 0.0);
let diffuse = diff * light_color;
let result = (ambient + diffuse) * object_color;
var dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
var dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
var dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
let is_grey_or_black = dithered_r == 0.0 || (dithered_r == dithered_g && dithered_g == dithered_b);
if (is_grey_or_black && should_glitter(input.clip_position.xy, uniforms.time)) {
dithered_r = 1.0;
dithered_g = 1.0;
dithered_b = 1.0;
if debug == 1u {
let flowmap_uv = (vec2<f32>(input.world_position.x, input.world_position.z) + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0).rgb;
return vec4<f32>(flowmap_sample, 1.0);
}
return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
if debug == 2u {
let world_pos_2d = vec2<f32>(input.world_position.x, input.world_position.z);
let tile_size = 10.0;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let flowmap_uv = (tile_center + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0).rgb;
let x = (flowmap_sample.r) * 2.0 - 1.0;
let y = flowmap_sample.g * 2.0 - 1.0;
let direction_to_path = normalize(vec2<f32>(x, y));
let perpendicular_to_path = normalize(vec2<f32>(-direction_to_path.y, direction_to_path.x));
let local_pos = world_pos_2d - tile_center;
let arrow_scale = 0.05;
let parallel_coord = dot(local_pos, direction_to_path) * arrow_scale;
let perpendicular_coord = dot(local_pos, perpendicular_to_path) * arrow_scale;
let to_path = step(0.95, fract(parallel_coord));
let to_perp = step(0.95, fract(perpendicular_coord));
return vec4<f32>(to_perp, to_perp, to_perp, 1.0);
}
let shadow = sample_shadow_map(input.light_space_position);
let tile_scale = 1.0;
let flowmap_strokes = flowmap_path_lighting_with_shadow(input.world_position, input.world_normal, tile_scale, shadow);
let point_strokes = point_lighting_with_shadow(input.world_position, input.world_normal, vec3<f32>(0.0, 100.0, 0.0), tile_scale, shadow);
let brightness = max(flowmap_strokes, point_strokes);
return vec4<f32>(brightness, brightness, brightness, 1.0);
}