// Main lit shader: tangent-space normal mapping + Blinn-Phong + shadow mapping + wind sway.
// Normal mapping / TBN matrix based on Learn WGPU and LearnOpenGL:
// https://sotrh.github.io/learn-wgpu/intermediate/tutorial11-normals/
// https://learnopengl.com/Advanced-Lighting/Normal-Mapping
@group(1) @binding(0)
var<uniform> camera: CameraUniform;
@group(2) @binding(0)
var<uniform> light: Light;
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;
@group(0) @binding(2)
var t_normal: texture_2d<f32>;
@group(0) @binding(3)
var s_normal: sampler;
@group(3) @binding(0)
var shadow_map: texture_depth_2d;
@group(3) @binding(1)
var shadow_sampler: sampler_comparison;
@group(4) @binding(0)
var<uniform> wind: Wind;
struct Wind {
direction: vec2<f32>,
intensity: f32,
time: f32,
};
struct CameraUniform {
view_pos: vec4<f32>,
view: mat4x4<f32>,
view_proj: mat4x4<f32>,
inv_proj: mat4x4<f32>,
inv_view: mat4x4<f32>,
};
struct Light {
position: vec3<f32>,
color: vec3<f32>,
light_view_proj: mat4x4<f32>,
}
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) text_cords: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) color: vec3<f32>,
@location(4) tangent: vec3<f32>,
@location(5) bitangent: vec3<f32>,
@location(6) model_matrix_0: vec4<f32>,
@location(7) model_matrix_1: vec4<f32>,
@location(8) model_matrix_2: vec4<f32>,
@location(9) model_matrix_3: vec4<f32>,
@location(10) normal_matrix_0: vec3<f32>,
@location(11) normal_matrix_1: vec3<f32>,
@location(12) normal_matrix_2: vec3<f32>,
@location(13) wind_weight: f32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) text_cords: vec2<f32>,
@location(1) color: vec3<f32>,
@location(2) world_normal: vec3<f32>,
@location(3) world_position: vec3<f32>,
@location(4) tangent_position: vec3<f32>,
@location(5) tangent_light_position: vec3<f32>,
@location(6) tangent_view_position: vec3<f32>,
@location(7) light_space_pos: vec4<f32>,
}
@vertex
fn vs_main(
model: VertexInput
) -> VertexOutput {
let normal_matrix = mat3x3<f32>(model.normal_matrix_0, model.normal_matrix_1, model.normal_matrix_2);
let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
let model_matrix = mat4x4<f32>(model.model_matrix_0, model.model_matrix_1, model.model_matrix_2, model.model_matrix_3);
// Wind sway: height-weighted sine displacement in the vertex shader,
// same idea as GPU Gems 3 ch. 16 (vegetation animation in Crysis):
// https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-16-vegetation-procedural-animation-and-shading-crysis
let sway_amplitude = 0.5;
let reference_height = 6.0;
var local_pos = model.position;
let h = clamp(max(local_pos.y, 0.0) / reference_height, 0.0, 1.0);
let height_weight = h * h;
let phase = local_pos.x * 0.7 + local_pos.z * 0.7;
let sway = 0.65
+ sin(wind.time * 2.3 + phase) * 0.25
+ sin(wind.time * 5.7 + phase * 1.7) * 0.10;
let displacement = wind.direction
* (sway * wind.intensity * height_weight * model.wind_weight * sway_amplitude);
local_pos.x += displacement.x;
local_pos.z += displacement.y;
let world_position = model_matrix * vec4(local_pos, 1.0);
var out: VertexOutput;
out.clip_position = camera.view_proj * world_position;
out.text_cords = model.text_cords;
out.world_normal = model.normal;
out.color = model.color;
out.world_position = world_position.xyz;
out.tangent_position = tangent_matrix * world_position.xyz;
out.tangent_view_position = tangent_matrix * camera.view_pos.xyz;
out.tangent_light_position = tangent_matrix * light.position;
out.light_space_pos = light.light_view_proj * world_position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.text_cords);
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.text_cords);
let tanget_normal = normalize(object_normal.xyz * 2.0 - 1.0);
let ambient_strength = 0.05;
let ambient_color = light.color * ambient_strength;
let light_vec = in.tangent_light_position - in.tangent_position;
let distance = length(light_vec);
let light_dir = light_vec / distance;
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
let half_dir = normalize(view_dir + light_dir);
// Point-light attenuation, coefficients from the Ogre3D table (range ~50):
// https://learnopengl.com/Lighting/Light-casters
let attenuation = 1.0 / (1.0 + 0.09 * distance + 0.032 * distance * distance);
let diffuse_strength = max(dot(tanget_normal, light_dir), 0.0);
let diffuse_color = light.color * diffuse_strength * attenuation;
// Blinn-Phong specular (half vector instead of reflection):
// https://learnopengl.com/Advanced-Lighting/Advanced-Lighting
let specular_strength = pow(max(dot(tanget_normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color * attenuation;
// Shadow mapping: project into light space, compare depth, slope-scaled bias,
// 3x3 PCF for soft edges. All techniques explained in:
// https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
let proj_coords = in.light_space_pos.xyz / in.light_space_pos.w;
// NDC x/y [-1,1] -> UV [0,1]; flip Y because texture V goes down.
let shadow_uv = proj_coords.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
let cos_theta = clamp(dot(normalize(in.world_normal), normalize(light.position - in.world_position)), 0.0, 1.0);
let shadow_bias = mix(0.004, 0.0002, cos_theta);
let current_depth = proj_coords.z - shadow_bias;
// textureSampleCompare needs uniform control flow, so always sample (the
// constant-bound loop is uniform; ClampToEdge makes out-of-range UVs safe)
// and only afterwards decide if the fragment is inside the light frustum.
let texel = 1.0 / 2048.0;
var shadow_sum = 0.0;
for (var y: i32 = -1; y <= 1; y++) {
for (var x: i32 = -1; x <= 1; x++) {
let offset = vec2<f32>(f32(x), f32(y)) * texel;
shadow_sum += textureSampleCompare(shadow_map, shadow_sampler, shadow_uv + offset, current_depth);
}
}
// Fragments outside the light frustum (or beyond its depth range) are fully lit.
let in_bounds = shadow_uv.x >= 0.0 && shadow_uv.x <= 1.0 &&
shadow_uv.y >= 0.0 && shadow_uv.y <= 1.0 &&
current_depth >= 0.0 && current_depth <= 1.0;
let shadow_factor = select(1.0, shadow_sum / 9.0, in_bounds);
let result = (ambient_color + shadow_factor * (diffuse_color + specular_color)) * object_color.rgb * in.color;
return vec4<f32>(result, object_color.a);
}