Files
eskin-player/static/wgsl/shader.wgsl
2026-06-30 17:43:02 +08:00

857 lines
29 KiB
WebGPU Shading Language

struct MatrixUniform {
view_proj: mat4x4f,
viewport: vec4f,
glyph: vec4f,
color: vec4f,
render_options: vec4f,
image: vec4f,
}
@group(0) @binding(0)
var<uniform> u: MatrixUniform;
@group(1) @binding(0)
var base_color_texture: texture_2d<f32>;
@group(1) @binding(1)
var base_color_sampler: sampler;
struct MaterialParams {
base_color: vec4f,
metallic_roughness: vec4f,
emissive_alpha: vec4f,
flags: vec4f,
}
@group(1) @binding(2)
var<uniform> material: MaterialParams;
@group(1) @binding(3)
var metallic_roughness_texture: texture_2d<f32>;
@group(1) @binding(4)
var metallic_roughness_sampler: sampler;
@group(1) @binding(5)
var normal_texture: texture_2d<f32>;
@group(1) @binding(6)
var normal_sampler: sampler;
@group(1) @binding(7)
var occlusion_texture: texture_2d<f32>;
@group(1) @binding(8)
var occlusion_sampler: sampler;
@group(1) @binding(9)
var emissive_texture: texture_2d<f32>;
@group(1) @binding(10)
var emissive_sampler: sampler;
fn saturate(value: f32) -> f32 {
return clamp(value, 0.0, 1.0);
}
fn linear_to_srgb(linear: vec3f) -> vec3f {
let x = max(linear, vec3f(0.0));
let low = x * 12.92;
let high = 1.055 * pow(x, vec3f(1.0 / 2.4)) - vec3f(0.055);
return select(high, low, x <= vec3f(0.0031308));
}
fn output_color(linear_rgb: vec3f, alpha: f32) -> vec4f {
let clamped = clamp(linear_rgb, vec3f(0.0), vec3f(1.0));
if (u.color.w > 0.5) {
return vec4f(clamped, alpha);
}
let encoded = linear_to_srgb(clamped);
return vec4f(encoded, alpha);
}
fn range_stop_color(index: u32) -> vec3f {
switch index {
case 0u: {
return vec3f(0.140, 0.690, 0.890);
}
case 1u: {
return vec3f(0.250, 0.760, 0.380);
}
case 2u: {
return vec3f(1.000, 0.670, 0.180);
}
default: {
return vec3f(1.000, 0.255, 0.190);
}
}
}
fn sample_range_color(value: f32) -> vec3f {
let t = saturate(value);
if (t <= 0.33) {
let local = smoothstep(0.0, 0.33, t);
return mix(range_stop_color(0u), range_stop_color(1u), local);
}
if (t <= 0.66) {
let local = smoothstep(0.33, 0.66, t);
return mix(range_stop_color(1u), range_stop_color(2u), local);
}
let local = smoothstep(0.66, 1.0, t);
return mix(range_stop_color(2u), range_stop_color(3u), local);
}
// background
struct BackgroundVertexOutput {
@builtin(position) clip_position: vec4f,
}
@vertex
fn vs_background(@builtin(vertex_index) vertex_index: u32) -> BackgroundVertexOutput {
let positions = array<vec2f, 3>(
vec2f(-1.0, -3.0),
vec2f(3.0, 1.0),
vec2f(-1.0, 1.0),
);
var out: BackgroundVertexOutput;
out.clip_position = vec4f(positions[vertex_index], 0.0, 1.0);
return out;
}
@fragment
fn fs_background(@builtin(position) frag_coord: vec4f) -> @location(0) vec4f {
return output_color(vec3f(0.0, 0.0, 0.0), 1.0);
}
// hand image background
struct HandImageVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) screen_uv: vec2f,
}
@vertex
fn vs_hand_image(@builtin(vertex_index) vertex_index: u32) -> HandImageVertexOutput {
let positions = array<vec2f, 6>(
vec2f(-1.0, -1.0),
vec2f(1.0, -1.0),
vec2f(-1.0, 1.0),
vec2f(-1.0, 1.0),
vec2f(1.0, -1.0),
vec2f(1.0, 1.0),
);
let uvs = array<vec2f, 6>(
vec2f(0.0, 1.0),
vec2f(1.0, 1.0),
vec2f(0.0, 0.0),
vec2f(0.0, 0.0),
vec2f(1.0, 1.0),
vec2f(1.0, 0.0),
);
var out: HandImageVertexOutput;
out.clip_position = vec4f(positions[vertex_index], 0.0, 1.0);
out.screen_uv = uvs[vertex_index];
return out;
}
@fragment
fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
let viewport_aspect = u.viewport.x / max(u.viewport.y, 1.0);
let image_aspect = u.image.x / max(u.image.y, 1.0);
var uv = in.screen_uv;
if (viewport_aspect > image_aspect) {
let image_width = image_aspect / viewport_aspect;
uv.x = (uv.x - (1.0 - image_width) * 0.5) / image_width;
} else {
let image_height = viewport_aspect / image_aspect;
uv.y = (uv.y - (1.0 - image_height) * 0.5) / image_height;
}
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
discard;
}
let color = textureSample(base_color_texture, base_color_sampler, uv);
return output_color(color.rgb, color.a);
}
// glyph
struct GlyphVertexInput {
@location(0) local: vec2f,
}
struct GlyphInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f,
}
struct GlyphVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) intensity: f32,
@location(2) display_value: f32,
}
fn rect_alpha(point: vec2f, center: vec2f, half_size: vec2f) -> f32 {
let delta = abs(point - center) - half_size;
let outside = length(max(delta, vec2f(0.0, 0.0)));
let inside = min(max(delta.x, delta.y), 0.0);
let dist = outside + inside;
return 1.0 - smoothstep(0.015, 0.045, dist);
}
fn digit_segment_on(digit: u32, segment: u32) -> bool {
switch digit {
case 0u: { return segment != 6u; }
case 1u: { return segment == 1u || segment == 2u; }
case 2u: { return segment == 0u || segment == 1u || segment == 6u || segment == 4u || segment == 3u; }
case 3u: { return segment == 0u || segment == 1u || segment == 6u || segment == 2u || segment == 3u; }
case 4u: { return segment == 5u || segment == 6u || segment == 1u || segment == 2u; }
case 5u: { return segment == 0u || segment == 5u || segment == 6u || segment == 2u || segment == 3u; }
case 6u: { return segment == 0u || segment == 5u || segment == 4u || segment == 3u || segment == 2u || segment == 6u; }
case 7u: { return segment == 0u || segment == 1u || segment == 2u; }
case 8u: { return true; }
default: { return segment == 0u || segment == 1u || segment == 2u || segment == 3u || segment == 5u || segment == 6u; }
}
}
fn seven_segment_digit_alpha(local: vec2f, digit: u32) -> f32 {
var alpha = 0.0;
if (digit_segment_on(digit, 0u)) {
alpha = max(alpha, rect_alpha(local, vec2f(0.0, 0.70), vec2f(0.38, 0.078)));
}
if (digit_segment_on(digit, 1u)) {
alpha = max(alpha, rect_alpha(local, vec2f(0.39, 0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 2u)) {
alpha = max(alpha, rect_alpha(local, vec2f(0.39, -0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 3u)) {
alpha = max(alpha, rect_alpha(local, vec2f(0.0, -0.70), vec2f(0.38, 0.078)));
}
if (digit_segment_on(digit, 4u)) {
alpha = max(alpha, rect_alpha(local, vec2f(-0.39, -0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 5u)) {
alpha = max(alpha, rect_alpha(local, vec2f(-0.39, 0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 6u)) {
alpha = max(alpha, rect_alpha(local, vec2f(0.0, 0.0), vec2f(0.35, 0.075)));
}
return alpha;
}
fn digit_count(value: u32) -> u32 {
if (value >= 1000u) {
return 4u;
}
if (value >= 100u) {
return 3u;
}
if (value >= 10u) {
return 2u;
}
return 1u;
}
fn digit_at(value: u32, slot: u32, count: u32) -> u32 {
if (count == 4u) {
switch slot {
case 0u: { return (value / 1000u) % 10u; }
case 1u: { return (value / 100u) % 10u; }
case 2u: { return (value / 10u) % 10u; }
default: { return value % 10u; }
}
}
if (count == 3u) {
switch slot {
case 0u: { return (value / 100u) % 10u; }
case 1u: { return (value / 10u) % 10u; }
default: { return value % 10u; }
}
}
if (count == 2u) {
return select(value % 10u, (value / 10u) % 10u, slot == 0u);
}
return value % 10u;
}
fn number_alpha(local: vec2f, display_value: f32) -> f32 {
let value = min(u32(max(display_value + 0.5, 0.0)), 9999u);
let count = digit_count(value);
let count_f = f32(count);
let slot_width = 1.74 / count_f;
let start_x = -slot_width * (count_f - 1.0) * 0.5;
var alpha = 0.0;
for (var slot = 0u; slot < 4u; slot = slot + 1u) {
if (slot < count) {
let center_x = start_x + f32(slot) * slot_width;
let digit_local = vec2f((local.x - center_x) / (slot_width * 0.78), local.y / 0.92);
let digit = digit_at(value, slot, count);
let in_slot = step(abs(local.x - center_x), slot_width * 0.48);
alpha = max(alpha, seven_segment_digit_alpha(digit_local, digit) * in_slot);
}
}
return alpha;
}
@vertex
fn vs_glyph(vertex: GlyphVertexInput, instance: GlyphInstanceInput) -> GlyphVertexOutput {
let center = u.view_proj * vec4f(instance.world_position.xyz, 1.0);
let shaped = pow(saturate(instance.style.x), 0.9);
let pixel_size = u.glyph.x * mix(1.08, 2.20, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: GlyphVertexOutput;
out.clip_position = vec4f(center.xy + ndc_offset * center.w, center.z, center.w);
out.local = vertex.local;
out.intensity = instance.style.x;
out.display_value = instance.style.y;
return out;
}
@fragment
fn fs_glyph(in: GlyphVertexOutput) -> @location(0) vec4f {
let alpha = number_alpha(in.local, in.display_value);
let color = sample_range_color(in.intensity) * mix(0.82, 1.16, saturate(in.intensity));
return output_color(color, alpha);
}
// dot
struct DotVertexInput {
@location(0) local: vec2f,
}
struct DotInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f
}
struct DotVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) intensity: f32,
}
fn circle_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
let dist = length(local);
return 1.0 - smoothstep(radius, radius + softness, dist);
}
// Convert a point authored in hand.png UV space into clip space.
// This mirrors fs_hand_image's aspect-fit math, so fingertip dots stay attached
// to the same image pixels when the app window changes shape.
fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
let viewport_aspect = u.viewport.x / max(u.viewport.y, 1.0);
let image_aspect = u.image.x / max(u.image.y, 1.0);
var screen_uv = image_uv;
if (viewport_aspect > image_aspect) {
let image_width = image_aspect / viewport_aspect;
screen_uv.x = image_uv.x * image_width + (1.0 - image_width) * 0.5;
} else {
let image_height = viewport_aspect / image_aspect;
screen_uv.y = image_uv.y * image_height + (1.0 - image_height) * 0.5;
}
return vec2f(screen_uv.x * 2.0 - 1.0, 1.0 - screen_uv.y * 2.0);
}
struct HandMembraneVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
}
fn rotate_2d(point: vec2f, angle: f32) -> vec2f {
let c = cos(angle);
let s = sin(angle);
return vec2f(point.x * c - point.y * s, point.x * s + point.y * c);
}
fn rounded_rect_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
let q = abs(local) - vec2f(1.0 - radius, 1.0 - radius);
let dist = length(max(q, vec2f(0.0, 0.0))) + min(max(q.x, q.y), 0.0) - radius;
return 1.0 - smoothstep(0.0, softness, dist);
}
fn fingertip_film_alpha(
local: vec2f,
half_width: f32,
cap_center_y: f32,
rear_edge_y: f32,
rear_bulge: f32,
softness: f32,
) -> f32 {
// Top/front of the film is a closed round fingertip cap.
let cap_dist = length(vec2f(local.x, local.y - cap_center_y));
let cap = (1.0 - smoothstep(half_width, half_width + softness, cap_dist))
* (1.0 - smoothstep(cap_center_y - softness, cap_center_y + softness, local.y));
// The rear half keeps nearly parallel sides and ends with a shallow arc;
// it deliberately does not converge back into another capsule end.
let x_norm = clamp(abs(local.x) / max(half_width, 0.001), 0.0, 1.0);
let rear_curve_y = rear_edge_y + rear_bulge * (1.0 - x_norm * x_norm);
let side = 1.0 - smoothstep(half_width, half_width + softness, abs(local.x));
let rear = 1.0 - smoothstep(rear_curve_y, rear_curve_y + softness, local.y);
let body_gate = smoothstep(cap_center_y - softness, cap_center_y + softness, local.y);
let body = side * rear * body_gate;
return max(cap, body);
}
@vertex
fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandMembraneVertexOutput {
let center_px = instance.world_position.xy * u.image.xy;
let size_px = instance.style.yz;
let angle = instance.style.x;
let local_px = vertex.local * size_px * 0.5;
let image_uv = (center_px + rotate_2d(local_px, angle)) / max(u.image.xy, vec2f(1.0, 1.0));
var out: HandMembraneVertexOutput;
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
out.local = vertex.local;
return out;
}
@fragment
fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
// The film shape matches the fingertip: closed round front, parallel rear sides,
// and a shallow rear arc instead of a second capsule end.
let panel = fingertip_film_alpha(in.local, 0.66, -0.38, 0.72, 0.18, 0.045);
let inner = fingertip_film_alpha(in.local, 0.54, -0.36, 0.64, 0.12, 0.060);
let border = clamp(panel - inner * 0.52, 0.0, 1.0);
// Dense mesh: the live 12x7 pressure dots sit over this finer sensor lattice.
let uv = clamp(in.local * 0.5 + vec2f(0.5, 0.5), vec2f(0.0, 0.0), vec2f(1.0, 1.0));
let grid = vec2f(18.0, 34.0);
let cell = uv * grid - vec2f(0.5, 0.5);
let nearest = abs(fract(cell + vec2f(0.5, 0.5)) - vec2f(0.5, 0.5));
let grid_line = max(
1.0 - smoothstep(0.014, 0.038, nearest.x),
1.0 - smoothstep(0.014, 0.038, nearest.y),
);
let joint = 1.0 - smoothstep(0.070, 0.150, length(nearest * vec2f(1.18, 1.0)));
let center_shadow = 1.0 - smoothstep(0.10, 0.76, length(in.local * vec2f(0.92, 0.66)));
let top_light = smoothstep(-0.52, 0.16, -in.local.y) * 0.20;
let side_glow = smoothstep(0.30, 0.70, abs(in.local.x)) * 0.26;
let lift_shadow = smoothstep(0.48, 0.86, in.local.y) * (1.0 - smoothstep(0.50, 0.86, abs(in.local.x))) * 0.13;
let scan = (0.5 + 0.5 * sin((uv.y * 76.0 + uv.x * 9.0) * 6.28318)) * 0.030;
let membrane_color = vec3f(0.006, 0.28, 0.38);
let line_color = vec3f(0.12, 0.72, 0.88);
let rim_color = vec3f(0.18, 0.98, 1.0);
let color = membrane_color * (0.68 + top_light + side_glow + scan)
+ line_color * (grid_line * 0.20 + joint * 0.42)
+ rim_color * (border * 0.92 + side_glow * 0.18)
- vec3f(0.0, 0.16, 0.24) * center_shadow * 0.30
- vec3f(0.0, 0.10, 0.16) * lift_shadow;
let alpha = panel * (0.24 + grid_line * 0.10 + joint * 0.23 + border * 0.42);
return output_color(color, alpha);
}
@vertex
fn vs_hand_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
let intensity = saturate(instance.style.x);
let shaped = smoothstep(0.0, 1.0, intensity);
// Hand instances store hand.png UV in world_position.xy instead of 3D world space.
let center = hand_image_uv_to_clip(instance.world_position.xy);
// Hand fingertip matrices are much smaller than the full Finger view.
// Keep each bead below the local cell spacing so the 12x7 matrix remains visibly separated.
let pixel_size = u.glyph.x * mix(0.22, 0.34, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: DotVertexOutput;
out.clip_position = vec4f(center + ndc_offset, 0.0, 1.0);
out.local = vertex.local;
out.intensity = intensity;
return out;
}
@fragment
fn fs_hand_dot(in: DotVertexOutput) -> @location(0) vec4f {
let intensity = saturate(in.intensity);
// Use a compact bead so the response feels like it lives on the membrane mesh.
let core = circle_alpha(in.local, 0.48, 0.07);
let halo = circle_alpha(in.local, 0.74, 0.14) * (0.10 + intensity * 0.26);
// Match Finger mode's pressure gradient so each hand region remains readable.
let idle = vec3f(0.060, 0.250, 0.320);
let gradient = sample_range_color(intensity);
let color = mix(idle, gradient, smoothstep(0.0, 0.18, intensity))
* mix(0.78, 1.18, intensity);
return output_color(color, max(core, halo));
}
fn chip_pixel_alpha(local: vec2f, half_size: f32, softness: f32) -> f32 {
let q = abs(local) - vec2f(half_size, half_size);
let dist = length(max(q, vec2f(0.0, 0.0))) + min(max(q.x, q.y), 0.0);
return 1.0 - smoothstep(0.0, softness, dist);
}
struct HandPalmChipVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) grid: vec2f,
}
@vertex
fn vs_hand_palm_chip(vertex: DotVertexInput, instance: DotInstanceInput) -> HandPalmChipVertexOutput {
let center_px = instance.world_position.xy * u.image.xy;
let size_px = instance.style.yz;
let angle = instance.style.x;
let packed_shape = instance.style.w;
let shape_rows = floor(packed_shape / 100.0);
let shape_cols = max(packed_shape - shape_rows * 100.0, 1.0);
let local_px = vertex.local * size_px * 0.5;
let image_uv = (center_px + rotate_2d(local_px, angle)) / max(u.image.xy, vec2f(1.0, 1.0));
var out: HandPalmChipVertexOutput;
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
out.local = vertex.local;
out.grid = vec2f(shape_cols, max(shape_rows, 1.0));
return out;
}
@fragment
fn fs_hand_palm_chip(in: HandPalmChipVertexOutput) -> @location(0) vec4f {
// Dark rounded tile: this is the inset chip body sitting inside the palm surface.
let panel = rounded_rect_alpha(in.local, 0.10, 0.040);
let inset = rounded_rect_alpha(in.local * vec2f(1.10, 1.08), 0.08, 0.052);
let rim = clamp(panel - inset * 0.72, 0.0, 1.0);
// Inactive chip pixels use the chip's real hand layout:
// horizontal 14 columns x 5 rows, or vertical 4 columns x 11 rows.
let uv = clamp(in.local * 0.5 + vec2f(0.5, 0.5), vec2f(0.0, 0.0), vec2f(1.0, 1.0));
let cell = abs(fract(uv * in.grid) - vec2f(0.5, 0.5));
let micro_pixel = 1.0 - smoothstep(0.105, 0.178, length(cell * vec2f(1.04, 0.94)));
let top_bevel = smoothstep(-0.96, -0.18, -in.local.y) * 0.16;
let lower_shadow = smoothstep(0.20, 0.92, in.local.y) * 0.22;
let side_bevel = smoothstep(0.58, 0.96, abs(in.local.x)) * 0.12;
let scan = (0.5 + 0.5 * sin((uv.y * 36.0 + uv.x * 7.0) * 6.28318)) * 0.026;
let base = vec3f(0.004, 0.012, 0.018);
let glass = vec3f(0.012, 0.048, 0.064);
let pixel_color = vec3f(0.075, 0.300, 0.360);
let rim_color = vec3f(0.060, 0.560, 0.670);
let color = base * (0.92 - lower_shadow)
+ glass * (0.52 + top_bevel + side_bevel + scan)
+ pixel_color * micro_pixel * 0.70
+ rim_color * rim * 0.60;
let alpha = panel * (0.64 + micro_pixel * 0.18 + rim * 0.20);
return output_color(color, alpha);
}
@vertex
fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
let intensity = saturate(instance.style.x);
let shaped = smoothstep(0.0, 1.0, intensity);
// Palm chip pixels are deliberately smaller than fingertip beads so they read as a chip matrix.
let center = hand_image_uv_to_clip(instance.world_position.xy);
let pixel_size = u.glyph.x * mix(0.13, 0.25, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: DotVertexOutput;
out.clip_position = vec4f(center + ndc_offset, 0.0, 1.0);
out.local = vertex.local;
out.intensity = intensity;
return out;
}
@fragment
fn fs_hand_palm_dot(in: DotVertexOutput) -> @location(0) vec4f {
let intensity = saturate(in.intensity);
let pixel = chip_pixel_alpha(in.local, 0.52, 0.070);
let glow = circle_alpha(in.local, 0.95, 0.22) * intensity * 0.36;
let cold = vec3f(0.070, 0.340, 0.360);
let gradient = sample_range_color(intensity);
let color = mix(cold, gradient, smoothstep(0.0, 0.20, intensity))
* (0.58 + intensity * 1.04)
+ gradient * glow * 0.72;
let alpha = max(pixel * (0.20 + intensity * 0.76), glow);
return output_color(color, alpha);
}
@vertex
fn vs_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
let center = u.view_proj * vec4f(instance.world_position.xyz, 1.0);
let intensity = saturate(instance.style.x);
let shaped = smoothstep(0.0, 1.0, intensity);
let pixel_size = u.glyph.x * mix(1.07, 2.23, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: DotVertexOutput;
out.clip_position = vec4f(center.xy + ndc_offset * center.w, center.z, center.w);
out.local = vertex.local;
out.intensity = intensity;
return out;
}
@fragment
fn fs_dot(in: DotVertexOutput) -> @location(0) vec4f {
let intensity = saturate(in.intensity);
let base_color = sample_range_color(intensity);
let alpha = circle_alpha(in.local, 0.46, 0.045);
let color = base_color * mix(0.86, 1.06, intensity);
return output_color(color, alpha);
}
// model
struct ModelVertexInput {
@location(0) position: vec3f,
@location(1) tex_coords: vec2f,
@location(2) normal: vec3f,
@location(3) color: vec4f,
@location(4) tangent: vec4f,
@location(5) model_0: vec4f,
@location(6) model_1: vec4f,
@location(7) model_2: vec4f,
@location(8) model_3: vec4f,
}
struct ModelVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) world_normal: vec3f,
@location(1) world_position: vec3f,
@location(2) tex_coords: vec2f,
@location(3) color: vec4f,
@location(4) world_tangent: vec4f,
}
fn inverse_transpose3x3(m: mat3x3f) -> mat3x3f {
let c0 = m[0];
let c1 = m[1];
let c2 = m[2];
let r0 = cross(c1, c2);
let r1 = cross(c2, c0);
let r2 = cross(c0, c1);
let det = dot(c0, r0);
let safe_det = select(det, select(-0.000001, 0.000001, det >= 0.0), abs(det) < 0.000001);
let inv_det = 1.0 / safe_det;
return mat3x3f(r0 * inv_det, r1 * inv_det, r2 * inv_det);
}
@vertex
fn vs_model(vertex: ModelVertexInput) -> ModelVertexOutput {
let model = mat4x4f(vertex.model_0, vertex.model_1, vertex.model_2, vertex.model_3);
let world_position = model * vec4f(vertex.position, 1.0);
let model3 = mat3x3f(model[0].xyz, model[1].xyz, model[2].xyz);
let normal_matrix = inverse_transpose3x3(model3);
var out: ModelVertexOutput;
out.clip_position = u.view_proj * world_position;
out.world_position = world_position.xyz;
out.world_normal = normalize(normal_matrix * vertex.normal);
out.tex_coords = vertex.tex_coords;
out.color = vertex.color;
out.world_tangent = vec4f(normalize(normal_matrix * vertex.tangent.xyz), vertex.tangent.w);
return out;
}
fn distribution_ggx(normal: vec3f, half_dir: vec3f, roughness: f32) -> f32 {
let a = roughness * roughness;
let a2 = a * a;
let n_dot_h = max(dot(normal, half_dir), 0.0);
let n_dot_h2 = n_dot_h * n_dot_h;
let denom = (n_dot_h2 * (a2 - 1.0) + 1.0);
return a2 / max(3.14159265 * denom * denom, 0.000001);
}
fn geometry_schlick_ggx(n_dot_v: f32, roughness: f32) -> f32 {
let r = roughness + 1.0;
let k = (r * r) / 8.0;
return n_dot_v / max(n_dot_v * (1.0 - k) + k, 0.000001);
}
fn geometry_smith(normal: vec3f, view_dir: vec3f, light_dir: vec3f, roughness: f32) -> f32 {
let n_dot_v = max(dot(normal, view_dir), 0.0);
let n_dot_l = max(dot(normal, light_dir), 0.0);
let ggx_v = geometry_schlick_ggx(n_dot_v, roughness);
let ggx_l = geometry_schlick_ggx(n_dot_l, roughness);
return ggx_v * ggx_l;
}
fn fresnel_schlick(cos_theta: f32, f0: vec3f) -> vec3f {
let factor = pow(clamp(1.0 - cos_theta, 0.0, 1.0), 5.0);
return f0 + (vec3f(1.0) - f0) * factor;
}
fn pbr_directional_light(
albedo: vec3f,
normal: vec3f,
view_dir: vec3f,
light_dir: vec3f,
radiance: vec3f,
metallic: f32,
roughness: f32,
) -> vec3f {
let half_dir = normalize(view_dir + light_dir);
let n_dot_l = max(dot(normal, light_dir), 0.0);
let n_dot_v = max(dot(normal, view_dir), 0.0);
let h_dot_v = max(dot(half_dir, view_dir), 0.0);
let f0 = mix(vec3f(0.04), albedo, metallic);
let f = fresnel_schlick(h_dot_v, f0);
let d = distribution_ggx(normal, half_dir, roughness);
let g = geometry_smith(normal, view_dir, light_dir, roughness);
let specular = (d * g * f) / max(4.0 * n_dot_v * n_dot_l, 0.000001);
let k_s = f;
let k_d = (vec3f(1.0) - k_s) * (1.0 - metallic);
let diffuse = k_d * albedo / 3.14159265;
return (diffuse + specular) * radiance * n_dot_l;
}
fn aces_tonemap(x: vec3f) -> vec3f {
let a = 2.51;
let b = 0.03;
let c = 2.43;
let d = 0.59;
let e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3f(0.0), vec3f(1.0));
}
fn material_normal(in: ModelVertexOutput, front_facing: bool) -> vec3f {
var n = normalize(in.world_normal);
if (!front_facing && material.flags.w > 0.5) {
n = -n;
}
if (material.flags.z < 0.5) {
return n;
}
let t = normalize(in.world_tangent.xyz);
let b = normalize(cross(n, t) * in.world_tangent.w);
let tangent_normal_sample = textureSample(normal_texture, normal_sampler, in.tex_coords).xyz;
var tangent_normal = tangent_normal_sample * 2.0 - vec3f(1.0);
tangent_normal.x = tangent_normal.x * material.metallic_roughness.z;
tangent_normal.y = tangent_normal.y * material.metallic_roughness.z;
return normalize(mat3x3f(t, b, n) * tangent_normal);
}
@fragment
fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) -> @location(0) vec4f {
let base_sample = textureSample(base_color_texture, base_color_sampler, in.tex_coords);
let base_color = base_sample * material.base_color * in.color;
let alpha_mode = material.emissive_alpha.w;
var alpha = base_color.a;
if (alpha_mode < 0.5) {
alpha = 1.0;
} else if (alpha_mode < 1.5) {
if (alpha < material.flags.x) {
discard;
}
alpha = 1.0;
}
let debug_mode = u32(u.render_options.x + 0.5);
if (debug_mode == 1u) {
return output_color(base_color.rgb, alpha);
}
let mr_sample = textureSample(
metallic_roughness_texture,
metallic_roughness_sampler,
in.tex_coords,
);
let roughness = clamp(mr_sample.g * material.metallic_roughness.y, 0.04, 1.0);
let metallic = clamp(mr_sample.b * material.metallic_roughness.x, 0.0, 1.0);
let ao_sample = textureSample(occlusion_texture, occlusion_sampler, in.tex_coords).r;
let ao = mix(1.0, ao_sample, clamp(material.metallic_roughness.w, 0.0, 1.0));
let emissive = textureSample(emissive_texture, emissive_sampler, in.tex_coords).rgb
* material.emissive_alpha.rgb;
let albedo = base_color.rgb;
let normal = material_normal(in, front_facing);
switch debug_mode {
case 2u: {
return output_color(normal * 0.5 + vec3f(0.5), 1.0);
}
case 3u: {
return output_color(vec3f(roughness), 1.0);
}
case 4u: {
return output_color(vec3f(metallic), 1.0);
}
case 5u: {
return output_color(vec3f(ao), 1.0);
}
case 6u: {
return output_color(emissive, 1.0);
}
case 7u: {
return output_color(vec3f(fract(in.tex_coords), 0.0), 1.0);
}
default: {}
}
let view_dir = normalize(vec3f(0.0, 0.72, 0.70));
let key = pbr_directional_light(
albedo,
normal,
view_dir,
normalize(vec3f(-0.35, 0.82, 0.44)),
vec3f(2.15, 2.08, 1.92),
metallic,
roughness,
);
let fill = pbr_directional_light(
albedo,
normal,
view_dir,
normalize(vec3f(0.62, 0.44, -0.36)),
vec3f(0.50, 0.50, 0.50),
metallic,
roughness,
);
let f0 = mix(vec3f(0.04), albedo, metallic);
let f_ambient = fresnel_schlick(max(dot(normal, view_dir), 0.0), f0);
let ambient_color = vec3f(1.0);
let ambient_strength = 0.08;
// Temporary neutral linear ambient term until a real IBL/HDR environment is added.
var ambient = vec3f(0.0);
if (u.render_options.y > 0.5) {
let ambient_diffuse = albedo * (1.0 - metallic) * ambient_color * ambient_strength;
let ambient_specular = f_ambient * ambient_color * ambient_strength * (1.0 - roughness * 0.55);
ambient = (ambient_diffuse + ambient_specular) * ao;
}
let exposed_color = (ambient + key + fill + emissive) * max(u.render_options.w, 0.0);
var color = exposed_color;
if (u.render_options.z > 0.5) {
color = aces_tonemap(exposed_color);
}
return output_color(color, alpha);
}