feat(renderer): add G-Buffer pass shader for deferred rendering

Implements deferred_gbuffer.wgsl for the geometry pass: samples albedo
and normal map textures, applies TBN normal mapping, and writes world
position, encoded normal, albedo, and material parameters (metallic/
roughness/ao) to 4 separate G-Buffer render targets.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 11:49:32 +09:00
parent 03b1419b17
commit 72fa401420

View File

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// G-Buffer pass shader for deferred rendering.
// Writes geometry data to multiple render targets.
struct CameraUniform {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
camera_pos: vec3<f32>,
};
struct MaterialUniform {
base_color: vec4<f32>,
metallic: f32,
roughness: f32,
ao: f32,
};
@group(0) @binding(0) var<uniform> camera: CameraUniform;
@group(1) @binding(0) var t_albedo: texture_2d<f32>;
@group(1) @binding(1) var s_albedo: sampler;
@group(1) @binding(2) var t_normal: texture_2d<f32>;
@group(1) @binding(3) var s_normal: sampler;
@group(2) @binding(0) var<uniform> material: MaterialUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) tangent: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_pos: vec3<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) world_tangent: vec3<f32>,
@location(4) world_bitangent: vec3<f32>,
};
@vertex
fn vs_main(v: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_pos4 = camera.model * vec4<f32>(v.position, 1.0);
out.world_pos = world_pos4.xyz;
out.clip_position = camera.view_proj * world_pos4;
out.uv = v.uv;
let N = normalize((camera.model * vec4<f32>(v.normal, 0.0)).xyz);
let T = normalize((camera.model * vec4<f32>(v.tangent.xyz, 0.0)).xyz);
let B = cross(N, T) * v.tangent.w;
out.world_normal = N;
out.world_tangent = T;
out.world_bitangent = B;
return out;
}
struct GBufferOutput {
@location(0) position: vec4<f32>,
@location(1) normal: vec4<f32>,
@location(2) albedo: vec4<f32>,
@location(3) material_data: vec4<f32>,
};
@fragment
fn fs_main(in: VertexOutput) -> GBufferOutput {
// Sample albedo texture
let tex_color = textureSample(t_albedo, s_albedo, in.uv);
let albedo = material.base_color.rgb * tex_color.rgb;
// Normal mapping via TBN matrix
let T = normalize(in.world_tangent);
let B = normalize(in.world_bitangent);
let N_geom = normalize(in.world_normal);
let normal_sample = textureSample(t_normal, s_normal, in.uv).rgb;
let tangent_normal = normal_sample * 2.0 - 1.0;
// TBN: tangent space → world space
let TBN = mat3x3<f32>(T, B, N_geom);
let N = normalize(TBN * tangent_normal);
var out: GBufferOutput;
out.position = vec4<f32>(in.world_pos, 1.0);
out.normal = vec4<f32>(N * 0.5 + 0.5, 1.0);
out.albedo = vec4<f32>(albedo, material.base_color.a * tex_color.a);
out.material_data = vec4<f32>(material.metallic, material.roughness, material.ao, 1.0);
return out;
}