205 lines
6.0 KiB
WebGPU Shading Language
205 lines
6.0 KiB
WebGPU Shading Language
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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};
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struct LightData {
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position: vec3<f32>,
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light_type: u32,
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direction: vec3<f32>,
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range: f32,
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color: vec3<f32>,
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intensity: f32,
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inner_cone: f32,
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outer_cone: f32,
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_padding: vec2<f32>,
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};
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struct LightsUniform {
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lights: array<LightData, 16>,
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count: u32,
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ambient_color: vec3<f32>,
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};
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struct MaterialUniform {
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base_color: vec4<f32>,
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metallic: f32,
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roughness: f32,
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ao: 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> lights_uniform: LightsUniform;
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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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@group(2) @binding(0) var<uniform> material: MaterialUniform;
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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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};
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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(model_v: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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let world_pos = camera.model * vec4<f32>(model_v.position, 1.0);
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out.world_pos = world_pos.xyz;
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out.world_normal = (camera.model * vec4<f32>(model_v.normal, 0.0)).xyz;
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out.clip_position = camera.view_proj * world_pos;
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out.uv = model_v.uv;
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return out;
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}
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// GGX Normal Distribution Function
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fn distribution_ggx(N: vec3<f32>, H: vec3<f32>, roughness: f32) -> f32 {
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let a = roughness * roughness;
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let a2 = a * a;
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let NdotH = max(dot(N, H), 0.0);
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let NdotH2 = NdotH * NdotH;
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let denom_inner = NdotH2 * (a2 - 1.0) + 1.0;
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let denom = 3.14159265358979 * denom_inner * denom_inner;
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return a2 / denom;
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}
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// Schlick-GGX geometry function (single direction)
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fn geometry_schlick_ggx(NdotV: f32, roughness: f32) -> f32 {
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let r = roughness + 1.0;
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let k = (r * r) / 8.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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// Smith geometry function (both directions)
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fn geometry_smith(N: vec3<f32>, V: vec3<f32>, L: vec3<f32>, roughness: f32) -> f32 {
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let NdotV = max(dot(N, V), 0.0);
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let NdotL = max(dot(N, L), 0.0);
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let ggx1 = geometry_schlick_ggx(NdotV, roughness);
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let ggx2 = geometry_schlick_ggx(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// Fresnel-Schlick approximation
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fn fresnel_schlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// Point light distance attenuation: inverse-square with smooth falloff at range boundary
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fn attenuation_point(distance: f32, range: f32) -> f32 {
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let d_over_r = distance / range;
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let d_over_r4 = d_over_r * d_over_r * d_over_r * d_over_r;
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let falloff = clamp(1.0 - d_over_r4, 0.0, 1.0);
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return (falloff * falloff) / (distance * distance + 0.0001);
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}
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// Spot light angular attenuation
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fn attenuation_spot(light: LightData, L: vec3<f32>) -> f32 {
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let spot_dir = normalize(light.direction);
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let theta = dot(spot_dir, -L);
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return clamp(
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(theta - light.outer_cone) / (light.inner_cone - light.outer_cone + 0.0001),
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0.0,
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1.0,
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);
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}
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// Cook-Torrance BRDF contribution for one light
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fn compute_light_contribution(
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light: LightData,
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N: vec3<f32>,
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V: vec3<f32>,
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world_pos: vec3<f32>,
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F0: vec3<f32>,
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albedo: vec3<f32>,
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metallic: f32,
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roughness: f32,
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) -> vec3<f32> {
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var L: vec3<f32>;
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var radiance: vec3<f32>;
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if light.light_type == 0u {
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// Directional
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L = normalize(-light.direction);
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radiance = light.color * light.intensity;
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} else if light.light_type == 1u {
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// Point
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let to_light = light.position - world_pos;
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let dist = length(to_light);
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L = normalize(to_light);
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let att = attenuation_point(dist, light.range);
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radiance = light.color * light.intensity * att;
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} else {
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// Spot
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let to_light = light.position - world_pos;
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let dist = length(to_light);
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L = normalize(to_light);
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let att_dist = attenuation_point(dist, light.range);
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let att_ang = attenuation_spot(light, L);
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radiance = light.color * light.intensity * att_dist * att_ang;
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}
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let H = normalize(V + L);
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let NDF = distribution_ggx(N, H, roughness);
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let G = geometry_smith(N, V, L, roughness);
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let F = fresnel_schlick(max(dot(H, V), 0.0), F0);
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let ks = F;
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let kd = (vec3<f32>(1.0) - ks) * (1.0 - metallic);
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let numerator = NDF * G * F;
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let NdotL = max(dot(N, L), 0.0);
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let NdotV = max(dot(N, V), 0.0);
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let denominator = 4.0 * NdotV * NdotL + 0.0001;
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let specular = numerator / denominator;
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return (kd * albedo / 3.14159265358979 + specular) * radiance * NdotL;
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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 albedo = material.base_color.rgb * tex_color.rgb;
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let metallic = material.metallic;
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let roughness = material.roughness;
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let ao = material.ao;
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let N = normalize(in.world_normal);
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let V = normalize(camera.camera_pos - in.world_pos);
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// F0: base reflectivity; 0.04 for dielectrics, albedo for metals
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let F0 = mix(vec3<f32>(0.04, 0.04, 0.04), albedo, metallic);
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// Accumulate contribution from all active lights
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var Lo = vec3<f32>(0.0);
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let light_count = min(lights_uniform.count, 16u);
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for (var i = 0u; i < light_count; i++) {
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Lo += compute_light_contribution(
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lights_uniform.lights[i],
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N, V, in.world_pos, F0, albedo, metallic, roughness,
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);
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}
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// Ambient term
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let ambient = lights_uniform.ambient_color * albedo * ao;
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var color = ambient + Lo;
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// Reinhard tone mapping
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color = color / (color + vec3<f32>(1.0));
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// Gamma correction
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color = pow(color, vec3<f32>(1.0 / 2.2));
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return vec4<f32>(color, material.base_color.a * tex_color.a);
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}
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