43 lines
1.4 KiB
WebGPU Shading Language
43 lines
1.4 KiB
WebGPU Shading Language
let shadowDepthTextureSize : f32 = 1024.0;
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struct Scene {
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lightViewProjMatrix : mat4x4<f32>,
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cameraViewProjMatrix : mat4x4<f32>,
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lightPos : vec3<f32>,
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}
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@group(0) @binding(0) var<uniform> scene : Scene;
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@group(0) @binding(1) var shadowMap : texture_depth_2d;
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@group(0) @binding(2) var shadowSampler : sampler_comparison;
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struct FragmentInput {
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@location(0)
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shadowPos : vec3<f32>,
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@location(1)
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fragPos : vec3<f32>,
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@location(2)
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fragNorm : vec3<f32>,
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}
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const albedo : vec3<f32> = vec3<f32>(0.899999976, 0.899999976, 0.899999976);
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const ambientFactor : f32 = 0.200000003;
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@fragment
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fn main(input : FragmentInput) -> @location(0) vec4<f32> {
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var visibility : f32 = 0.0;
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let oneOverShadowDepthTextureSize = (1.0 / shadowDepthTextureSize);
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for(var y : i32 = -1; (y <= 1); y = (y + 1)) {
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for(var x : i32 = -1; (x <= 1); x = (x + 1)) {
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let offset : vec2<f32> = vec2<f32>((f32(x) * oneOverShadowDepthTextureSize), (f32(y) * oneOverShadowDepthTextureSize));
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visibility = (visibility + textureSampleCompare(shadowMap, shadowSampler, (input.shadowPos.xy + offset), (input.shadowPos.z - 0.007)));
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}
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}
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visibility = (visibility / 9.0);
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let lambertFactor : f32 = max(dot(normalize((scene.lightPos - input.fragPos)), input.fragNorm), 0.0);
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let lightingFactor : f32 = min((ambientFactor + (visibility * lambertFactor)), 1.0);
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return vec4<f32>((lightingFactor * albedo), 1.0);
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}
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