feat(renderer): add forward transparency pass with alpha blending
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
184
crates/voltex_renderer/src/forward_pass.rs
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184
crates/voltex_renderer/src/forward_pass.rs
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use crate::vertex::MeshVertex;
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use crate::hdr::HDR_FORMAT;
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use crate::gpu::DEPTH_FORMAT;
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use crate::mesh::Mesh;
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pub struct ForwardPass {
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pipeline: wgpu::RenderPipeline,
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}
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impl ForwardPass {
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pub fn new(
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device: &wgpu::Device,
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camera_light_layout: &wgpu::BindGroupLayout,
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texture_layout: &wgpu::BindGroupLayout,
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) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Forward Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("forward_shader.wgsl").into()),
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});
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Forward Pipeline Layout"),
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bind_group_layouts: &[camera_light_layout, texture_layout],
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immediate_size: 0,
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Forward Pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[MeshVertex::LAYOUT],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: HDR_FORMAT,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None, // No culling for transparent objects (see both sides)
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: DEPTH_FORMAT,
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depth_write_enabled: false, // Don't write depth (preserve opaque depth)
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview_mask: None,
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cache: None,
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});
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ForwardPass { pipeline }
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}
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pub fn render<'a>(
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&'a self,
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encoder: &'a mut wgpu::CommandEncoder,
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hdr_view: &wgpu::TextureView,
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depth_view: &wgpu::TextureView,
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camera_light_bg: &'a wgpu::BindGroup,
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texture_bg: &'a wgpu::BindGroup,
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meshes: &'a [&Mesh],
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) {
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Forward Transparency Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: hdr_view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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occlusion_query_set: None,
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timestamp_writes: None,
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multiview_mask: None,
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});
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, camera_light_bg, &[]);
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rpass.set_bind_group(1, texture_bg, &[]);
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for mesh in meshes {
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rpass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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rpass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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rpass.draw_indexed(0..mesh.num_indices, 0, 0..1);
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}
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}
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}
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/// Sort transparent objects back-to-front by distance from camera.
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pub fn sort_transparent_back_to_front(
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items: &mut Vec<(usize, [f32; 3])>, // (index, center_position)
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camera_pos: [f32; 3],
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) {
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items.sort_by(|a, b| {
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let da = dist_sq(a.1, camera_pos);
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let db = dist_sq(b.1, camera_pos);
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db.partial_cmp(&da).unwrap_or(std::cmp::Ordering::Equal)
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});
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}
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fn dist_sq(a: [f32; 3], b: [f32; 3]) -> f32 {
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let dx = a[0] - b[0];
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let dy = a[1] - b[1];
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let dz = a[2] - b[2];
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dx * dx + dy * dy + dz * dz
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_sort_back_to_front() {
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let mut items = vec![
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(0, [1.0, 0.0, 0.0]), // close
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(1, [10.0, 0.0, 0.0]), // far
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(2, [5.0, 0.0, 0.0]), // mid
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];
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sort_transparent_back_to_front(&mut items, [0.0, 0.0, 0.0]);
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assert_eq!(items[0].0, 1); // farthest first
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assert_eq!(items[1].0, 2);
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assert_eq!(items[2].0, 0); // closest last
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}
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#[test]
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fn test_sort_equal_distance() {
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let mut items = vec![
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(0, [1.0, 0.0, 0.0]),
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(1, [0.0, 1.0, 0.0]),
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(2, [0.0, 0.0, 1.0]),
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];
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// All at distance 1.0 from origin — should not crash
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sort_transparent_back_to_front(&mut items, [0.0, 0.0, 0.0]);
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assert_eq!(items.len(), 3);
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}
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#[test]
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fn test_sort_empty() {
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let mut items: Vec<(usize, [f32; 3])> = vec![];
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sort_transparent_back_to_front(&mut items, [0.0, 0.0, 0.0]);
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assert!(items.is_empty());
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}
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}
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67
crates/voltex_renderer/src/forward_shader.wgsl
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67
crates/voltex_renderer/src/forward_shader.wgsl
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@@ -0,0 +1,67 @@
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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model: mat4x4<f32>,
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camera_pos: vec3<f32>,
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alpha: f32,
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};
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struct LightUniform {
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direction: vec3<f32>,
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_pad0: f32,
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color: vec3<f32>,
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ambient_strength: f32,
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};
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@group(0) @binding(0) var<uniform> camera: CameraUniform;
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@group(0) @binding(1) var<uniform> light: LightUniform;
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@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
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@group(1) @binding(1) var s_diffuse: sampler;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) tangent: vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) world_normal: vec3<f32>,
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@location(1) world_pos: vec3<f32>,
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@location(2) uv: vec2<f32>,
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};
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@vertex
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fn vs_main(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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let world_pos = camera.model * vec4<f32>(in.position, 1.0);
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out.world_pos = world_pos.xyz;
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out.world_normal = normalize((camera.model * vec4<f32>(in.normal, 0.0)).xyz);
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out.clip_position = camera.view_proj * world_pos;
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out.uv = in.uv;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
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let normal = normalize(in.world_normal);
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let light_dir = normalize(-light.direction);
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// Diffuse
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let ndotl = max(dot(normal, light_dir), 0.0);
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let diffuse = light.color * ndotl;
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// Specular (Blinn-Phong)
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let view_dir = normalize(camera.camera_pos - in.world_pos);
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let half_dir = normalize(light_dir + view_dir);
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let spec = pow(max(dot(normal, half_dir), 0.0), 32.0);
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let specular = light.color * spec * 0.5;
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// Ambient
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let ambient = light.color * light.ambient_strength;
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let lit = (ambient + diffuse + specular) * tex_color.rgb;
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return vec4<f32>(lit, camera.alpha);
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}
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@@ -32,6 +32,7 @@ pub mod rt_shadow;
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pub mod hdr;
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pub mod bloom;
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pub mod tonemap;
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pub mod forward_pass;
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pub use gpu::{GpuContext, DEPTH_FORMAT};
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pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
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@@ -67,6 +68,7 @@ pub use rt_shadow::{RtShadowResources, RtShadowUniform, RT_SHADOW_FORMAT};
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pub use hdr::{HdrTarget, HDR_FORMAT};
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pub use bloom::{BloomResources, BloomUniform, mip_sizes, BLOOM_MIP_COUNT};
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pub use tonemap::{TonemapUniform, aces_tonemap};
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pub use forward_pass::{ForwardPass, sort_transparent_back_to_front};
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pub use png::parse_png;
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pub use jpg::parse_jpg;
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pub use gltf::{parse_gltf, GltfData, GltfMesh, GltfMaterial};
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