[PIPELINES] Refactor
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cb5af515df
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2efbe96845
7 changed files with 131 additions and 61 deletions
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@ -1,4 +1,4 @@
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mod pipelines;
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pub use pipelines::utils::create_render_pipeline;
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pub use pipelines::GlobalBindLayout;
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pub use pipelines::{GlobalBindLayout, Pipelines};
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@ -1,7 +1,47 @@
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use crate::{
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model::{self, Vertex},
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render, texture,
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};
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use super::GlobalBindLayout;
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pub struct LightPipeline {
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pipeline: wgpu::RenderPipeline
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pipeline: wgpu::RenderPipeline,
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}
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impl LightPipeline {
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}
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pub fn new(
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global_bind_layout: &GlobalBindLayout,
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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) -> Self {
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let pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Light Pipeline Layout"),
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bind_group_layouts: &[
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global_bind_layout.get_camera_bind_layout(),
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global_bind_layout.get_light_bind_layout(),
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],
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push_constant_ranges: &[],
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});
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Light Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
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};
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render::create_render_pipeline(
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&device,
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&layout,
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config.format,
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Some(texture::Texture::DEPTH_FORMAT),
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&[model::ModelVertex::desc()],
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shader,
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)
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};
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Self { pipeline }
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}
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pub fn get_pipeline(&self) -> &wgpu::RenderPipeline {
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&self.pipeline
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}
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}
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42
src/render/pipelines/light.wgsl
Normal file
42
src/render/pipelines/light.wgsl
Normal file
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@ -0,0 +1,42 @@
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// Vertex shader
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struct Camera {
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view_pos: vec4<f32>;
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view_proj: mat4x4<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>;
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color: vec3<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> light: Light;
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struct VertexInput {
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[[location(0)]] position: vec3<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)]] color: vec3<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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let scale = 0.25;
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var out: VertexOutput;
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out.clip_position = camera.view_proj * vec4<f32>(model.position * scale + light.position, 1.0);
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out.color = light.color;
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return out;
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}
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// Fragment shader
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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@ -1,5 +1,10 @@
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mod light;
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mod model;
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pub mod utils;
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pub use light::LightPipeline;
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pub use model::ModelPipeline;
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pub struct GlobalBindLayout {
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texture: wgpu::BindGroupLayout,
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light: wgpu::BindGroupLayout,
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@ -77,7 +82,6 @@ impl GlobalBindLayout {
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label: None,
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});
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Self {
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texture: texture_bind_group_layout,
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light: light_bind_group_layout,
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@ -96,4 +100,30 @@ impl GlobalBindLayout {
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pub fn get_camera_bind_layout(&self) -> &wgpu::BindGroupLayout {
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&self.camera
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}
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}
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}
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pub struct Pipelines {
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render: model::ModelPipeline,
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light: light::LightPipeline,
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}
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impl Pipelines {
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pub fn new(
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global_bind_layout: &GlobalBindLayout,
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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) -> Self {
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Self {
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render: model::ModelPipeline::new(global_bind_layout, device, config),
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light: light::LightPipeline::new(global_bind_layout, device, config),
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}
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}
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pub fn get_render_pipeline(&self) -> &wgpu::RenderPipeline {
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self.render.get_pipeline()
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}
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pub fn get_light_pipeline(&self) -> &wgpu::RenderPipeline {
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self.light.get_pipeline()
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}
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}
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@ -1,3 +1,50 @@
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use crate::{
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model::{self, Vertex},
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render, texture, InstanceRaw,
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};
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use super::GlobalBindLayout;
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pub struct ModelPipeline {
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pipeline: wgpu::RenderPipeline
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}
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pipeline: wgpu::RenderPipeline,
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}
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impl ModelPipeline {
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pub fn new(
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global_bind_layout: &GlobalBindLayout,
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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) -> Self {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
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global_bind_layout.get_texture_bind_layout(),
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global_bind_layout.get_camera_bind_layout(),
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global_bind_layout.get_light_bind_layout(),
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],
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push_constant_ranges: &[],
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});
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let pipeline = {
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Normal Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("model.wgsl").into()),
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};
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render::create_render_pipeline(
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&device,
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&render_pipeline_layout,
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config.format,
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Some(texture::Texture::DEPTH_FORMAT),
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&[model::ModelVertex::desc(), InstanceRaw::desc()],
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shader,
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)
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};
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Self { pipeline }
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}
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pub fn get_pipeline(&self) -> &wgpu::RenderPipeline {
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&self.pipeline
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}
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}
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115
src/render/pipelines/model.wgsl
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115
src/render/pipelines/model.wgsl
Normal file
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@ -0,0 +1,115 @@
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// Vertex shader
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struct Camera {
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view_pos: vec4<f32>;
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>;
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color: vec3<f32>;
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};
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[[group(2), binding(0)]]
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var<uniform> light: Light;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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[[location(2)]] normal: vec3<f32>;
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[[location(3)]] tangent: vec3<f32>;
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[[location(4)]] bitangent: vec3<f32>;
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};
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struct InstanceInput {
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[[location(5)]] model_matrix_0: vec4<f32>;
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[[location(6)]] model_matrix_1: vec4<f32>;
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[[location(7)]] model_matrix_2: vec4<f32>;
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[[location(8)]] model_matrix_3: vec4<f32>;
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[[location(9)]] normal_matrix_0: vec3<f32>;
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[[location(10)]] normal_matrix_1: vec3<f32>;
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[[location(11)]] normal_matrix_2: vec3<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)]] tex_coords: vec2<f32>;
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[[location(1)]] tangent_position: vec3<f32>;
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[[location(2)]] tangent_light_position: vec3<f32>;
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[[location(3)]] tangent_view_position: vec3<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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let normal_matrix = mat3x3<f32>(
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instance.normal_matrix_0,
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instance.normal_matrix_1,
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instance.normal_matrix_2,
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);
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// Construct the tangent matrix
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let world_normal = normalize(normal_matrix * model.normal);
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let world_tangent = normalize(normal_matrix * model.tangent);
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let world_bitangent = normalize(normal_matrix * model.bitangent);
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let tangent_matrix = transpose(mat3x3<f32>(
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world_tangent,
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world_bitangent,
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world_normal,
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));
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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var out: VertexOutput;
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out.clip_position = camera.view_proj * world_position;
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out.tex_coords = model.tex_coords;
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out.tangent_position = tangent_matrix * world_position.xyz;
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out.tangent_view_position = tangent_matrix * camera.view_pos.xyz;
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out.tangent_light_position = tangent_matrix * light.position;
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return out;
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}
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// Fragment shader
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[[group(0), binding(0)]]
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var t_diffuse: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_diffuse: sampler;
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[[group(0), binding(2)]]
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var t_normal: texture_2d<f32>;
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[[group(0), binding(3)]]
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var s_normal: sampler;
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
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// We don't need (or want) much ambient light, so 0.1 is fine
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let ambient_strength = 0.1;
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let ambient_color = light.color * ambient_strength;
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// Create the lighting vectors
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let tangent_normal = object_normal.xyz * 2.0 - 1.0;
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let light_dir = normalize(in.tangent_light_position - in.tangent_position);
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let view_dir = normalize(in.tangent_view_position - in.tangent_position);
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let half_dir = normalize(view_dir + light_dir);
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let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
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let diffuse_color = light.color * diffuse_strength;
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let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * light.color;
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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return vec4<f32>(result, object_color.a);
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}
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