blob: c2da83859f999950efbabbd274936dc184962559 [file] [log] [blame]
let shadowDepthTextureSize : f32 = 1024.0;
struct Scene {
lightViewProjMatrix : mat4x4<f32>,
cameraViewProjMatrix : mat4x4<f32>,
lightPos : vec3<f32>,
}
@group(0) @binding(0) var<uniform> scene : Scene;
@group(0) @binding(1) var shadowMap : texture_depth_2d;
@group(0) @binding(2) var shadowSampler : sampler_comparison;
struct FragmentInput {
@location(0)
shadowPos : vec3<f32>,
@location(1)
fragPos : vec3<f32>,
@location(2)
fragNorm : vec3<f32>,
}
const albedo : vec3<f32> = vec3<f32>(0.899999976, 0.899999976, 0.899999976);
const ambientFactor : f32 = 0.200000003;
@fragment
fn main(input : FragmentInput) -> @location(0) vec4<f32> {
var visibility : f32 = 0.0;
let oneOverShadowDepthTextureSize = (1.0 / shadowDepthTextureSize);
for(var y : i32 = -1; (y <= 1); y = (y + 1)) {
for(var x : i32 = -1; (x <= 1); x = (x + 1)) {
let offset : vec2<f32> = vec2<f32>((f32(x) * oneOverShadowDepthTextureSize), (f32(y) * oneOverShadowDepthTextureSize));
visibility = (visibility + textureSampleCompare(shadowMap, shadowSampler, (input.shadowPos.xy + offset), (input.shadowPos.z - 0.007)));
}
}
visibility = (visibility / 9.0);
let lambertFactor : f32 = max(dot(normalize((scene.lightPos - input.fragPos)), input.fragNorm), 0.0);
let lightingFactor : f32 = min((ambientFactor + (visibility * lambertFactor)), 1.0);
return vec4<f32>((lightingFactor * albedo), 1.0);
}