webgpu-app/gltf.wgsl

100 lines
2.8 KiB
WebGPU Shading Language

struct Configuration {
viewProj: mat4x4f,
lightViewProj: mat4x4f,
lightPosition: vec4f,
eyePosition: vec4f,
};
@group(0) @binding(0) var<uniform> config: Configuration;
@group(0) @binding(1) var<storage> nodeMatrix: array<mat4x4f>;
@group(0) @binding(2) var linearSampler: sampler;
@group(1) @binding(0) var baseTexture: texture_2d<f32>;
@group(1) @binding(1) var emissionTexture: texture_2d<f32>;
/*
struct Imm {
nodeIndex: i32,
};
var<immediate> imm: Imm;
*/
struct VertexInput {
@location(0) position: vec3f,
@location(1) normal: vec3f,
@location(2) texture: vec2f,
@builtin(instance_index) instance: u32,
};
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) positionWorld: vec3f,
@location(1) normal: vec3f,
@location(2) texture: vec2f,
@location(3) lightPosition: vec3f,
@location(4) eyePosition: vec3f,
};
@vertex
fn vertexMain(input: VertexInput) -> VertexOutput
{
let position = nodeMatrix[input.instance] * vec4f(input.position, 1);
//let position = vec4f(input.position, 1);
let normal = vec4f(input.normal, 0.0f);
var output: VertexOutput;
output.position = config.viewProj * position;
output.positionWorld = (position).xyz;
output.normal = (normal).xyz;
output.texture = input.texture;
output.lightPosition = config.lightPosition.xyz;
output.eyePosition = config.eyePosition.xyz;
return output;
}
fn schlickFresnel(R0: vec3f, normal: vec3f, lightVector: vec3f) -> vec3f
{
let incidentAngle = saturate(dot(normal, lightVector));
let f0 = 1.0 - incidentAngle;
let reflectPercent = R0 + (1.0f - R0) * (f0 * f0 * f0 * f0 * f0);
return reflectPercent;
}
fn blinnPhong(ndotl: f32, lightVector: vec3f, normal: vec3f, toEye: vec3f) -> vec3f
{
let roughness = 0.1;
let m = roughness * 256.0;
let halfVec = normalize(toEye + lightVector);
let roughnessFactor = (m + 8.0) * pow(ndotl, m) / 8.0f;
let fresnelR0 = vec3f(0.95f, 0.95f, 0.95f);
let fresnelFactor = schlickFresnel(fresnelR0, normal, lightVector);
let specular = fresnelFactor * roughnessFactor;
return specular;
}
fn lighting(position: vec3f, lightPosition: vec3f, eyePosition: vec3f, normal: vec3f) -> vec3f
{
let lightVector = normalize(lightPosition - position);
let ndotl = max(dot(lightVector, normal), 0.0);
let intensity = (ndotl + 0.2) / 1.2;
let toEye = normalize(eyePosition - position);
return (1.0 + blinnPhong(ndotl, lightVector, normal, toEye)) * intensity;
}
@fragment
fn fragmentMain(input: VertexOutput) -> @location(0) vec4f
{
let intensity = lighting(input.positionWorld, input.lightPosition, input.eyePosition, normalize(input.normal));
let base = textureSample(baseTexture, linearSampler, input.texture);
let emission = textureSample(emissionTexture, linearSampler, input.texture);
return vec4(base.xyz * intensity + emission.xyz, 1.0);
}