Add Phong lighting (WIP)
This commit is contained in:
@@ -2,16 +2,23 @@ option HasDiffuseTexture: bool = false;
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option HasAlphaTexture: bool = false;
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option AlphaTest: bool = false;
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// Billboard related options
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option Billboard: bool = false;
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option BillboardCenterLocation: i32 = -1;
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option BillboardColorLocation: i32 = -1;
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option BillboardSizeRotLocation: i32 = -1;
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// Vertex declaration related options
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option PosLocation: i32 = -1;
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option ColorLocation: i32 = -1;
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option PosLocation: i32 = -1;
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option UvLocation: i32 = -1;
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const HasVertexColor = (ColorLocation >= 0);
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const HasColor = (HasVertexColor || Billboard);
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const HasUV = (UvLocation >= 0);
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[layout(std140)]
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struct BasicSettings
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struct MaterialSettings
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{
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AlphaThreshold: f32,
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DiffuseColor: vec4<f32>
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@@ -40,7 +47,7 @@ struct ViewerData
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external
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{
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[binding(0)] settings: uniform<BasicSettings>,
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[binding(0)] settings: uniform<MaterialSettings>,
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[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
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[binding(2)] MaterialAlphaMap: sampler2D<f32>,
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[binding(3)] TextureOverlay: sampler2D<f32>,
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@@ -52,7 +59,7 @@ external
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struct FragIn
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{
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[location(0), cond(HasUV)] uv: vec2<f32>,
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[location(1), cond(HasVertexColor)] color: vec4<f32>
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[location(1), cond(HasColor)] color: vec4<f32>
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}
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struct FragOut
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@@ -68,7 +75,7 @@ fn main(input: FragIn) -> FragOut
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const if (HasUV)
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diffuseColor *= TextureOverlay.Sample(input.uv);
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const if (HasVertexColor)
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const if (HasColor)
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diffuseColor *= input.color;
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const if (HasDiffuseTexture)
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@@ -91,25 +98,70 @@ fn main(input: FragIn) -> FragOut
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// Vertex stage
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struct VertIn
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{
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[location(PosLocation)] pos: vec3<f32>,
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[location(ColorLocation), cond(HasVertexColor)] color: vec4<f32>,
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[location(UvLocation), cond(HasUV)] uv: vec2<f32>
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[location(PosLocation)]
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pos: vec3<f32>,
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[cond(HasVertexColor), location(ColorLocation)]
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color: vec4<f32>,
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[cond(HasUV), location(UvLocation)]
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uv: vec2<f32>,
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[cond(Billboard), location(BillboardCenterLocation)]
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billboardCenter: vec3<f32>,
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[cond(Billboard), location(BillboardSizeRotLocation)]
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billboardSizeRot: vec4<f32>, //< width,height,sin,cos
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[cond(Billboard), location(BillboardColorLocation)]
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billboardColor: vec4<f32>
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}
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struct VertOut
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{
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[location(0), cond(HasUV)] uv: vec2<f32>,
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[location(1), cond(HasVertexColor)] color: vec4<f32>,
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[location(1), cond(HasColor)] color: vec4<f32>,
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[builtin(position)] position: vec4<f32>
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}
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[entry(vert)]
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[entry(vert), cond(Billboard)]
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fn billboardMain(input: VertIn) -> VertOut
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{
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let size = input.billboardSizeRot.xy;
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let sinCos = input.billboardSizeRot.zw;
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let rotatedPosition = vec2<f32>(
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input.pos.x * sinCos.y - input.pos.y * sinCos.x,
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input.pos.y * sinCos.y + input.pos.x * sinCos.x
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);
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rotatedPosition *= size;
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let cameraRight = vec3<f32>(viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
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let cameraUp = vec3<f32>(viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
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let vertexPos = input.billboardCenter;
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vertexPos += cameraRight * rotatedPosition.x;
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vertexPos += cameraUp * rotatedPosition.y;
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let output: VertOut;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(vertexPos, 1.0);
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const if (HasColor)
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output.color = input.billboardColor;
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const if (HasUV)
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output.uv = input.pos.xy + vec2<f32>(0.5, 0.5);
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return output;
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}
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[entry(vert), cond(!Billboard)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
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const if (HasVertexColor)
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const if (HasColor)
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output.color = input.color;
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const if (HasUV)
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286
src/Nazara/Graphics/Resources/Shaders/phong_material.nzsl
Normal file
286
src/Nazara/Graphics/Resources/Shaders/phong_material.nzsl
Normal file
@@ -0,0 +1,286 @@
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// Basic material options
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option HasDiffuseTexture: bool = false;
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option HasAlphaTexture: bool = false;
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option AlphaTest: bool = false;
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// Phong material options
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option HasEmissiveTexture: bool = false;
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option HasHeightTexture: bool = false;
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option HasNormalTexture: bool = false;
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option HasSpecularTexture: bool = false;
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option MaxLightCount: u32 = u32(3); //< FIXME: Fix integral value types
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// Billboard related options
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option Billboard: bool = false;
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option BillboardCenterLocation: i32 = -1;
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option BillboardColorLocation: i32 = -1;
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option BillboardSizeRotLocation: i32 = -1;
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// Vertex declaration related options
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option ColorLocation: i32 = -1;
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option NormalLocation: i32 = -1;
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option PosLocation: i32 = -1;
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option UvLocation: i32 = -1;
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const HasNormal = (NormalLocation >= 0);
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const HasVertexColor = (ColorLocation >= 0);
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const HasColor = (HasVertexColor || Billboard);
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const HasUV = (UvLocation >= 0);
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[layout(std140)]
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struct MaterialSettings
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{
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// BasicSettings
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AlphaThreshold: f32,
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DiffuseColor: vec4<f32>,
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// PhongSettings
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AmbientColor: vec3<f32>,
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SpecularColor: vec3<f32>,
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Shininess: f32,
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}
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[layout(std140)]
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struct InstanceData
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{
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worldMatrix: mat4<f32>,
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invWorldMatrix: mat4<f32>
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}
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// TODO: Add enums
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const DirectionalLight = 0;
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const PointLight = 1;
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const SpotLight = 2;
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[layout(std140)]
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struct Light
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{
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type: i32,
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color: vec4<f32>,
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factor: vec2<f32>,
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parameter1: vec4<f32>,
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parameter2: vec4<f32>,
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parameter3: vec4<f32>,
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hasShadowMapping: bool
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}
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[layout(std140)]
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struct LightData
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{
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lights: [Light; MaxLightCount],
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lightCount: u32,
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}
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[binding(0)] settings: uniform<MaterialSettings>,
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[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
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[binding(2)] MaterialAlphaMap: sampler2D<f32>,
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[binding(3)] TextureOverlay: sampler2D<f32>,
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[binding(4)] instanceData: uniform<InstanceData>,
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[binding(5)] viewerData: uniform<ViewerData>,
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[binding(6)] lightData: uniform<LightData>,
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[binding(7)] MaterialEmissiveMap: sampler2D<f32>,
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[binding(8)] MaterialHeightMap: sampler2D<f32>,
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[binding(9)] MaterialNormalMap: sampler2D<f32>,
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[binding(10)] MaterialSpecularMap: sampler2D<f32>,
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}
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// Fragment stage
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struct FragIn
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{
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[location(0)] worldPos: vec3<f32>,
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[location(1), cond(HasUV)] uv: vec2<f32>,
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[location(2), cond(HasColor)] color: vec4<f32>,
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[location(3), cond(HasNormal)] normal: vec3<f32>,
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}
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struct FragOut
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{
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[location(0)] RenderTarget0: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let diffuseColor = settings.DiffuseColor;
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const if (HasUV)
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diffuseColor *= TextureOverlay.Sample(input.uv);
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const if (HasColor)
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diffuseColor *= input.color;
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const if (HasDiffuseTexture)
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diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
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const if (HasAlphaTexture)
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diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
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const if (AlphaTest)
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{
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if (diffuseColor.w < settings.AlphaThreshold)
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discard;
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}
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const if (HasNormal)
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{
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let lightAmbient = vec3<f32>(0.0, 0.0, 0.0);
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let lightDiffuse = vec3<f32>(0.0, 0.0, 0.0);
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let lightSpecular = vec3<f32>(0.0, 0.0, 0.0);
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let eyeVec = normalize(viewerData.eyePosition - input.worldPos);
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for i in 0 -> lightData.lightCount
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{
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let light = lightData.lights[i];
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let lightAmbientFactor = light.factor.x;
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let lightDiffuseFactor = light.factor.y;
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// TODO: Add switch instruction
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if (light.type == DirectionalLight)
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{
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let lightDir = -(light.parameter1.xyz); //< FIXME
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lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor;
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let lambert = max(dot(input.normal, lightDir), 0.0);
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lightDiffuse += lambert * light.color.rgb * lightDiffuseFactor;
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let reflection = reflect(-lightDir, input.normal);
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let specFactor = max(dot(reflection, eyeVec), 0.0);
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specFactor = pow(specFactor, settings.Shininess);
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lightSpecular += specFactor * light.color.rgb;
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}
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else if (light.type == PointLight)
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{
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}
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else if (light.type == SpotLight)
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{
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}
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}
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lightSpecular *= settings.SpecularColor;
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const if (HasSpecularTexture)
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lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
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let lightColor = lightAmbient + lightDiffuse + lightSpecular;
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let output: FragOut;
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output.RenderTarget0 = vec4<f32>(lightColor, 1.0) * diffuseColor;
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return output;
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}
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else
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{
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let output: FragOut;
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output.RenderTarget0 = diffuseColor.w;
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return output;
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}
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}
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// Vertex stage
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struct VertIn
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{
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[location(PosLocation)]
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pos: vec3<f32>,
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[cond(HasVertexColor), location(ColorLocation)]
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color: vec4<f32>,
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[cond(HasUV), location(UvLocation)]
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uv: vec2<f32>,
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[cond(HasNormal), location(NormalLocation)]
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normal: vec3<f32>,
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[cond(Billboard), location(BillboardCenterLocation)]
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billboardCenter: vec3<f32>,
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[cond(Billboard), location(BillboardSizeRotLocation)]
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billboardSizeRot: vec4<f32>, //< width,height,sin,cos
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[cond(Billboard), location(BillboardColorLocation)]
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billboardColor: vec4<f32>
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}
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struct VertOut
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{
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[location(0)] worldPos: vec3<f32>,
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[location(1), cond(HasUV)] uv: vec2<f32>,
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[location(2), cond(HasColor)] color: vec4<f32>,
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[location(3), cond(HasNormal)] normal: vec3<f32>,
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[builtin(position)] position: vec4<f32>,
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}
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[entry(vert), cond(Billboard)]
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fn billboardMain(input: VertIn) -> VertOut
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{
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let size = input.billboardSizeRot.xy;
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let sinCos = input.billboardSizeRot.zw;
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let rotatedPosition = vec2<f32>(
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input.pos.x * sinCos.y - input.pos.y * sinCos.x,
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input.pos.y * sinCos.y + input.pos.x * sinCos.x
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);
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rotatedPosition *= size;
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let cameraRight = vec3<f32>(viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
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let cameraUp = vec3<f32>(viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
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let vertexPos = input.billboardCenter;
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vertexPos += cameraRight * rotatedPosition.x;
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vertexPos += cameraUp * rotatedPosition.y;
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let output: VertOut;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(vertexPos, 1.0);
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const if (HasColor)
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output.color = input.billboardColor;
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const if (HasUV)
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output.uv = input.pos.xy + vec2<f32>(0.5, 0.5);
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return output;
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}
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[entry(vert), cond(!Billboard)]
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fn main(input: VertIn) -> VertOut
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{
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let worldPosition = instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
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let output: VertOut;
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output.worldPos = worldPosition.xyz;
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output.position = viewerData.viewProjMatrix * worldPosition;
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const if (HasColor)
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output.color = input.color;
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const if (HasNormal)
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output.normal = input.normal;
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const if (HasUV)
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output.uv = input.uv;
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return output;
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}
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