80 lines
1.9 KiB
Plaintext
80 lines
1.9 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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[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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struct InputData
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{
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[location(0)] normal: vec3<f32>,
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[location(1)] uv: vec2<f32>,
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[location(2)] pos: vec3<f32>
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}
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struct OutputData
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{
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[location(0)] diffuseMap: vec4<f32>,
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[location(1)] normalMap: vec4<f32>,
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[location(2)] positionMap: vec4<f32>
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}
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[entry(frag)]
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fn main(input: InputData) -> OutputData
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{
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let diffuseColor = settings.DiffuseColor;
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const if (HAS_DIFFUSE_TEXTURE)
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// TODO: diffuseColor *= MaterialDiffuseMap.Sample(input.uv)
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diffuseColor = diffuseColor * MaterialDiffuseMap.Sample(input.uv);
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const if (HAS_ALPHA_TEXTURE)
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// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x
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diffuseColor = vec4<f32>(diffuseColor.x, diffuseColor.y, diffuseColor.z, (MaterialAlphaMap.Sample(input.uv)).x * diffuseColor.w);
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const if (ALPHA_TEST)
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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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let output: OutputData;
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output.diffuseMap = diffuseColor;
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output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0);
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output.positionMap = vec4<f32>(input.pos, 1.0);
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return output;
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}
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