struct ModelGlobals {
mvp: mat4x4<f32>,
model: mat4x4<f32>,
extra: vec4<f32>,
albedo_uv: vec4<f32>,
pbr_uv: vec4<f32>,
normal_uv: vec4<f32>,
ao_uv: vec4<f32>,
emissive_uv: vec4<f32>,
};
struct Light {
position: vec4<f32>,
color: vec4<f32>,
};
struct SceneGlobals {
camera_pos: vec4<f32>,
camera_right: vec4<f32>,
camera_up: vec4<f32>,
camera_forward: vec4<f32>,
projection_params: vec4<f32>,
ambient_color: vec4<f32>,
fog_color: vec4<f32>,
fog_distance: vec4<f32>,
fog_height: vec4<f32>,
fog_params: vec4<f32>,
fog_background_zenith: vec4<f32>,
fog_background_horizon: vec4<f32>,
fog_background_nadir: vec4<f32>,
fog_background_params: vec4<f32>,
fog_sampling: vec4<f32>,
lights: array<Light, 4>,
light_view_proj: mat4x4<f32>,
};
@group(0) @binding(0) var<uniform> model_globals: ModelGlobals;
@group(0) @binding(1) var<uniform> scene: SceneGlobals;
@group(0) @binding(2) var<uniform> user_globals: array<vec4<f32>, 16>;
@group(1) @binding(0) var t_albedo: texture_2d<f32>;
@group(1) @binding(1) var s_sampler: sampler;
@group(1) @binding(2) var t_pbr: texture_2d<f32>;
@group(1) @binding(3) var t_normal: texture_2d<f32>;
@group(1) @binding(4) var t_ao: texture_2d<f32>;
@group(1) @binding(5) var t_emissive: texture_2d<f32>;
@group(2) @binding(0) var<uniform> bone_matrices: array<mat4x4<f32>, 256>;
@group(3) @binding(0) var t_shadow: texture_depth_2d;
@group(3) @binding(1) var s_shadow: sampler_comparison;
@group(3) @binding(2) var t_irradiance: texture_cube<f32>;
@group(3) @binding(3) var t_prefiltered: texture_cube<f32>;
@group(3) @binding(4) var t_brdf_lut: texture_2d<f32>;
@group(3) @binding(5) var s_ibl: sampler;
// MODEL_SHARED_SLOT
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) joint_indices: vec4<u32>,
@location(4) joint_weights: vec4<f32>,
@location(9) tangent: vec3<f32>,
};
struct VertexInputInstanced {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) joint_indices: vec4<u32>,
@location(4) joint_weights: vec4<f32>,
@location(9) tangent: vec3<f32>,
@location(5) instance_mat_0: vec4<f32>,
@location(6) instance_mat_1: vec4<f32>,
@location(7) instance_mat_2: vec4<f32>,
@location(8) instance_mat_3: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) normal: vec3<f32>,
@location(2) world_pos: vec3<f32>,
@location(3) tangent: vec3<f32>,
@location(4) shadow_pos: vec3<f32>,
};
fn identity_mat4() -> mat4x4<f32> {
return mat4x4<f32>(
vec4<f32>(1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
}
fn skin_matrix(joint_indices: vec4<u32>, joint_weights: vec4<f32>) -> mat4x4<f32> {
let total_weight = joint_weights.x + joint_weights.y + joint_weights.z + joint_weights.w;
if (total_weight <= 0.0) {
return identity_mat4();
}
return joint_weights.x * bone_matrices[joint_indices.x]
+ joint_weights.y * bone_matrices[joint_indices.y]
+ joint_weights.z * bone_matrices[joint_indices.z]
+ joint_weights.w * bone_matrices[joint_indices.w];
}
fn build_vertex_output(
position: vec3<f32>,
uv: vec2<f32>,
normal: vec3<f32>,
tangent: vec3<f32>,
skin_mat: mat4x4<f32>,
instance_mat: mat4x4<f32>,
) -> VertexOutput {
var out: VertexOutput;
let model_mat = model_globals.model * instance_mat * skin_mat;
let world = model_mat * vec4<f32>(position, 1.0);
let shadow = scene.light_view_proj * instance_mat * skin_mat * vec4<f32>(position, 1.0);
out.world_pos = world.xyz;
out.clip_position = model_globals.mvp * instance_mat * skin_mat * vec4<f32>(position, 1.0);
out.uv = uv;
out.normal = normalize((model_mat * vec4<f32>(normal, 0.0)).xyz);
out.tangent = normalize((model_mat * vec4<f32>(tangent, 0.0)).xyz);
out.shadow_pos = shadow.xyz / shadow.w;
out.shadow_pos = vec3<f32>(
out.shadow_pos.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5),
out.shadow_pos.z,
);
return out;
}
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
return build_vertex_output(
model.position,
model.uv,
model.normal,
model.tangent,
skin_matrix(model.joint_indices, model.joint_weights),
identity_mat4(),
);
}
@vertex
fn vs_main_instanced(model: VertexInputInstanced) -> VertexOutput {
let instance_mat = mat4x4<f32>(
model.instance_mat_0,
model.instance_mat_1,
model.instance_mat_2,
model.instance_mat_3,
);
return build_vertex_output(
model.position,
model.uv,
model.normal,
model.tangent,
skin_matrix(model.joint_indices, model.joint_weights),
instance_mat,
);
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let albedo_uv = model_globals.albedo_uv.xy + in.uv * model_globals.albedo_uv.zw;
let src = textureSample(t_albedo, s_sampler, albedo_uv);
// MODEL_FRAGMENT_BODY_SLOT
}