94 lines
2.0 KiB
Plaintext
94 lines
2.0 KiB
Plaintext
option HAS_DIFFUSE_TEXTURE: bool;
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option HAS_ALPHA_TEXTURE: bool;
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option ALPHA_TEST: bool;
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const HasUV = ALPHA_TEST && (HAS_DIFFUSE_TEXTURE || HAS_ALPHA_TEXTURE);
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[layout(std140)]
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struct BasicSettings
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{
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AlphaThreshold: f32,
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DiffuseColor: vec4<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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[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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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(1), binding(0)] instanceData: uniform<InstanceData>,
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[set(2), binding(0)] settings: uniform<BasicSettings>,
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[set(2), binding(2)] MaterialAlphaMap: sampler2D<f32>,
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[set(2), binding(1)] MaterialDiffuseMap: 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), cond(HasUV)] uv: vec2<f32>
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}
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[entry(frag), cond(ALPHA_TEST)]
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fn main(input: FragIn)
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{
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let alpha = settings.DiffuseColor.a;
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const if (HAS_DIFFUSE_TEXTURE)
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// TODO: alpha *= MaterialDiffuseMap.Sample(input.uv).a;
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alpha = alpha * MaterialDiffuseMap.Sample(input.uv).a;
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const if (HAS_ALPHA_TEXTURE)
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// TODO: alpha *= MaterialAlphaMap.Sample(input.uv).x
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alpha = alpha * MaterialAlphaMap.Sample(input.uv).x;
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if (alpha < settings.AlphaThreshold)
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discard;
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}
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// Dummy fragment shader (TODO: Add a way to delete stage?)
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[entry(frag), cond(!ALPHA_TEST)]
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fn main() {}
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// Vertex stage
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struct VertIn
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{
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[location(0)] pos: vec3<f32>,
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[location(1), cond(HasUV)] uv: vec2<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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[builtin(position)] position: vec4<f32>
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}
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[entry(vert)]
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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 (HasUV)
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output.uv = input.uv;
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return output;
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}
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