struct VertexInput { @location(0) position: vec3, @location(1) normal: vec3, @location(2) uv: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) world_position: vec3, @location(1) world_normal: vec3, } struct Uniforms { model: mat4x4, view: mat4x4, projection: mat4x4, } @group(0) @binding(0) var uniforms: Uniforms; @vertex fn vs_main(input: VertexInput) -> VertexOutput { var output: VertexOutput; let world_pos = uniforms.model * vec4(input.position, 1.0); output.world_position = world_pos.xyz; output.world_normal = (uniforms.model * vec4(input.normal, 0.0)).xyz; output.clip_position = uniforms.projection * uniforms.view * world_pos; return output; } fn bayer_2x2_dither(value: f32, screen_pos: vec2) -> f32 { let pattern = array( 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 { let pattern = array( 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 { let pattern = array( 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 { let light_pos = vec3(5.0, 5.0, 5.0); let light_color = vec3(1.0, 1.0, 1.0); let object_color = vec3(1.0, 1.0, 1.0); let ambient_strength = 0.3; let ambient = ambient_strength * light_color; let norm = normalize(input.world_normal); let light_dir = normalize(vec3(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(dithered_r, dithered_g, dithered_b, 1.0); }