39 lines
1.3 KiB
WebGPU Shading Language
39 lines
1.3 KiB
WebGPU Shading Language
@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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let instance_model = mat4x4<f32>(
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input.instance_model_0,
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input.instance_model_1,
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input.instance_model_2,
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input.instance_model_3
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);
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let world_pos = instance_model * vec4<f32>(input.position, 1.0);
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output.world_position = world_pos.xyz;
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output.clip_position = uniforms.projection * uniforms.view * world_pos;
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let normal_matrix = mat3x3<f32>(
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instance_model[0].xyz,
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instance_model[1].xyz,
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instance_model[2].xyz
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);
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output.world_normal = normalize(normal_matrix * input.normal);
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output.light_space_position = uniforms.light_view_projection * world_pos;
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let shadow = sample_shadow_map(input.light_space_position);
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let tile_scale = 1.0;
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let flowmap_strokes = flowmap_path_lighting_with_shadow(input.world_position, input.world_normal, tile_scale, shadow);
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let point_strokes = point_lighting_with_shadow(input.world_position, input.world_normal, vec3<f32>(0.0, 100.0, 0.0), tile_scale, shadow);
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let brightness = max(flowmap_strokes, point_strokes);
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return vec4<f32>(brightness, brightness, brightness, 1.0);
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}
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