// Deferred lighting pass shader. // Reads G-Buffer textures and computes Cook-Torrance PBR shading. // ── G-Buffer inputs ────────────────────────────────────────────────────────── @group(0) @binding(0) var t_position: texture_2d; @group(0) @binding(1) var t_normal: texture_2d; @group(0) @binding(2) var t_albedo: texture_2d; @group(0) @binding(3) var t_material: texture_2d; @group(0) @binding(4) var s_gbuffer: sampler; // ── Lights ─────────────────────────────────────────────────────────────────── struct LightData { position: vec3, light_type: u32, direction: vec3, range: f32, color: vec3, intensity: f32, inner_cone: f32, outer_cone: f32, _padding: vec2, }; struct LightsUniform { lights: array, count: u32, ambient_color: vec3, }; struct CameraPositionUniform { camera_pos: vec3, }; @group(1) @binding(0) var lights_uniform: LightsUniform; @group(1) @binding(1) var camera_uniform: CameraPositionUniform; // ── Shadow + IBL ───────────────────────────────────────────────────────────── struct ShadowUniform { light_view_proj: mat4x4, shadow_map_size: f32, shadow_bias: f32, _padding: vec2, sun_direction: vec3, turbidity: f32, sh_coefficients: array, 7>, }; @group(2) @binding(0) var t_shadow: texture_depth_2d; @group(2) @binding(1) var s_shadow: sampler_comparison; @group(2) @binding(2) var shadow: ShadowUniform; @group(2) @binding(3) var t_brdf_lut: texture_2d; @group(2) @binding(4) var s_brdf_lut: sampler; @group(2) @binding(5) var t_ssgi: texture_2d; @group(2) @binding(6) var s_ssgi: sampler; @group(2) @binding(7) var t_rt_shadow: texture_2d; @group(2) @binding(8) var s_rt_shadow: sampler; // ── Vertex / Fragment structs ───────────────────────────────────────────────── struct VertexInput { @location(0) position: vec2, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) uv: vec2, }; @vertex fn vs_main(v: VertexInput) -> VertexOutput { var out: VertexOutput; out.clip_position = vec4(v.position, 0.0, 1.0); out.uv = vec2(v.position.x * 0.5 + 0.5, 1.0 - (v.position.y * 0.5 + 0.5)); return out; } // ── BRDF functions (identical to pbr_shader.wgsl) ──────────────────────────── // GGX Normal Distribution Function fn distribution_ggx(N: vec3, H: vec3, roughness: f32) -> f32 { let a = roughness * roughness; let a2 = a * a; let NdotH = max(dot(N, H), 0.0); let NdotH2 = NdotH * NdotH; let denom_inner = NdotH2 * (a2 - 1.0) + 1.0; let denom = 3.14159265358979 * denom_inner * denom_inner; return a2 / denom; } // Schlick-GGX geometry function (single direction) fn geometry_schlick_ggx(NdotV: f32, roughness: f32) -> f32 { let r = roughness + 1.0; let k = (r * r) / 8.0; return NdotV / (NdotV * (1.0 - k) + k); } // Smith geometry function (both directions) fn geometry_smith(N: vec3, V: vec3, L: vec3, roughness: f32) -> f32 { let NdotV = max(dot(N, V), 0.0); let NdotL = max(dot(N, L), 0.0); let ggx1 = geometry_schlick_ggx(NdotV, roughness); let ggx2 = geometry_schlick_ggx(NdotL, roughness); return ggx1 * ggx2; } // Fresnel-Schlick approximation fn fresnel_schlick(cosTheta: f32, F0: vec3) -> vec3 { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } // Point light distance attenuation: inverse-square with smooth falloff at range boundary fn attenuation_point(distance: f32, range: f32) -> f32 { let d_over_r = distance / range; let d_over_r4 = d_over_r * d_over_r * d_over_r * d_over_r; let falloff = clamp(1.0 - d_over_r4, 0.0, 1.0); return (falloff * falloff) / (distance * distance + 0.0001); } // Spot light angular attenuation fn attenuation_spot(light: LightData, L: vec3) -> f32 { let spot_dir = normalize(light.direction); let theta = dot(spot_dir, -L); return clamp( (theta - light.outer_cone) / (light.inner_cone - light.outer_cone + 0.0001), 0.0, 1.0, ); } // Cook-Torrance BRDF contribution for one light fn compute_light_contribution( light: LightData, N: vec3, V: vec3, world_pos: vec3, F0: vec3, albedo: vec3, metallic: f32, roughness: f32, ) -> vec3 { var L: vec3; var radiance: vec3; if light.light_type == 0u { // Directional L = normalize(-light.direction); radiance = light.color * light.intensity; } else if light.light_type == 1u { // Point let to_light = light.position - world_pos; let dist = length(to_light); L = normalize(to_light); let att = attenuation_point(dist, light.range); radiance = light.color * light.intensity * att; } else { // Spot let to_light = light.position - world_pos; let dist = length(to_light); L = normalize(to_light); let att_dist = attenuation_point(dist, light.range); let att_ang = attenuation_spot(light, L); radiance = light.color * light.intensity * att_dist * att_ang; } let H = normalize(V + L); let NDF = distribution_ggx(N, H, roughness); let G = geometry_smith(N, V, L, roughness); let F = fresnel_schlick(max(dot(H, V), 0.0), F0); let ks = F; let kd = (vec3(1.0) - ks) * (1.0 - metallic); let numerator = NDF * G * F; let NdotL = max(dot(N, L), 0.0); let NdotV = max(dot(N, V), 0.0); let denominator = 4.0 * NdotV * NdotL + 0.0001; let specular = numerator / denominator; return (kd * albedo / 3.14159265358979 + specular) * radiance * NdotL; } fn calculate_shadow(world_pos: vec3) -> f32 { // If shadow_map_size == 0, shadow is disabled if shadow.shadow_map_size == 0.0 { return 1.0; } let light_space_pos = shadow.light_view_proj * vec4(world_pos, 1.0); let proj_coords = light_space_pos.xyz / light_space_pos.w; // wgpu NDC: x,y [-1,1], z [0,1] let shadow_uv = vec2( proj_coords.x * 0.5 + 0.5, -proj_coords.y * 0.5 + 0.5, ); let current_depth = proj_coords.z; if shadow_uv.x < 0.0 || shadow_uv.x > 1.0 || shadow_uv.y < 0.0 || shadow_uv.y > 1.0 { return 1.0; } if current_depth > 1.0 || current_depth < 0.0 { return 1.0; } // 3x3 PCF let texel_size = 1.0 / shadow.shadow_map_size; var shadow_val = 0.0; for (var x = -1; x <= 1; x++) { for (var y = -1; y <= 1; y++) { let offset = vec2(f32(x), f32(y)) * texel_size; shadow_val += textureSampleCompare( t_shadow, s_shadow, shadow_uv + offset, current_depth - shadow.shadow_bias, ); } } return shadow_val / 9.0; } // Procedural environment sampling for IBL fn sample_environment(direction: vec3, roughness: f32) -> vec3 { var env: vec3; if direction.y > 0.0 { let horizon = vec3(0.6, 0.6, 0.5); let sky = vec3(0.3, 0.5, 0.9); env = mix(horizon, sky, pow(direction.y, 0.4)); } else { let horizon = vec3(0.6, 0.6, 0.5); let ground = vec3(0.1, 0.08, 0.06); env = mix(horizon, ground, pow(-direction.y, 0.4)); } let avg = vec3(0.3, 0.35, 0.4); return mix(env, avg, roughness * roughness); } // ── Fragment shader ────────────────────────────────────────────────────────── @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { let uv = in.uv; // Read G-Buffer let position_sample = textureSample(t_position, s_gbuffer, uv); let world_pos = position_sample.xyz; // Background pixel: skip shading if length(world_pos) < 0.001 { return vec4(0.01, 0.01, 0.01, 1.0); } let normal_sample = textureSample(t_normal, s_gbuffer, uv).rgb; let N = normalize(normal_sample * 2.0 - 1.0); let albedo_sample = textureSample(t_albedo, s_gbuffer, uv); let albedo = albedo_sample.rgb; let alpha = albedo_sample.a; let mat_sample = textureSample(t_material, s_gbuffer, uv); let metallic = mat_sample.r; let roughness = mat_sample.g; let ao = mat_sample.b; let emissive_lum = mat_sample.w; let V = normalize(camera_uniform.camera_pos - world_pos); // F0: base reflectivity; 0.04 for dielectrics, albedo for metals let F0 = mix(vec3(0.04, 0.04, 0.04), albedo, metallic); // Shadow: sample RT shadow texture (1.0 = lit, 0.0 = shadowed) let rt_dims = textureDimensions(t_rt_shadow); let rt_coord = vec2(vec2(uv.x * f32(rt_dims.x), uv.y * f32(rt_dims.y))); let shadow_factor = textureLoad(t_rt_shadow, rt_coord, 0).r; // Accumulate contribution from all active lights var Lo = vec3(0.0); let light_count = min(lights_uniform.count, 16u); for (var i = 0u; i < light_count; i++) { var contribution = compute_light_contribution( lights_uniform.lights[i], N, V, world_pos, F0, albedo, metallic, roughness, ); if lights_uniform.lights[i].light_type == 0u { contribution = contribution * shadow_factor; } Lo += contribution; } // IBL ambient term let NdotV_ibl = max(dot(N, V), 0.0); let R = reflect(-V, N); // Diffuse IBL let irradiance = sample_environment(N, 1.0); let F_env = fresnel_schlick(NdotV_ibl, F0); let kd_ibl = (vec3(1.0) - F_env) * (1.0 - metallic); let diffuse_ibl = kd_ibl * albedo * irradiance; // Specular IBL let prefiltered = sample_environment(R, roughness); let brdf_val = textureSample(t_brdf_lut, s_brdf_lut, vec2(NdotV_ibl, roughness)); let specular_ibl = prefiltered * (F0 * brdf_val.r + vec3(brdf_val.g)); let ssgi_data = textureSample(t_ssgi, s_ssgi, uv); let ssgi_ao = ssgi_data.r; let ssgi_indirect = ssgi_data.gba; let ambient = (diffuse_ibl + specular_ibl) * ao * ssgi_ao + ssgi_indirect; // Output raw HDR linear colour; tonemap is applied in a separate tonemap pass. var color = ambient + Lo; // Add emissive contribution (luminance stored in G-Buffer, modulated by albedo) color += albedo * emissive_lum; return vec4(color, alpha); }