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, @location(2) uv: vec2, } struct Uniforms { model: mat4x4, view: mat4x4, projection: mat4x4, height_scale: f32, time: f32, } @group(0) @binding(0) var uniforms: Uniforms; @group(0) @binding(1) var height_texture: texture_2d; @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; var displaced_pos = input.position; displaced_pos.y += height * uniforms.height_scale; let texel_size = vec2(1.0 / 512.0, 1.0 / 512.0); let height_left = textureSampleLevel(height_texture, height_sampler, input.uv - vec2(texel_size.x, 0.0), 0.0).r; let height_right = textureSampleLevel(height_texture, height_sampler, input.uv + vec2(texel_size.x, 0.0), 0.0).r; let height_down = textureSampleLevel(height_texture, height_sampler, input.uv - vec2(0.0, texel_size.y), 0.0).r; let height_up = textureSampleLevel(height_texture, height_sampler, input.uv + vec2(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(-dh_dx, 1.0, -dh_dz)); let world_pos = uniforms.model * vec4(displaced_pos, 1.0); output.world_position = world_pos.xyz; output.world_normal = normalize((uniforms.model * vec4(normal, 0.0)).xyz); output.clip_position = uniforms.projection * uniforms.view * world_pos; output.uv = input.uv; return output; } fn hash(p: vec2) -> f32 { var p3 = fract(vec3(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, 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 { 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(0.2, 1.0, value > pattern[index]); } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { let light_dir = normalize(vec3(-0.5, -1.0, -0.5)); let light_color = vec3(1.0, 1.0, 1.0); let object_color = vec3(1.0, 1.0, 1.0); 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; } return vec4(dithered_r, dithered_g, dithered_b, 1.0); }