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Add vertexattributes rust shader
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shaders/rust/Cargo.lock

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shaders/rust/Cargo.toml

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@@ -87,6 +87,7 @@ members = [
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"debugutils/colorpass",
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"debugutils/postprocess",
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"debugutils/toon",
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"vertexattributes/scene",
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]
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[workspace.dependencies]
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[package]
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name = "vertexattributes-scene"
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version = "0.1.0"
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edition = "2021"
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[lib]
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crate-type = ["dylib"]
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[dependencies]
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spirv-std = { workspace = true }
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#![cfg_attr(target_arch = "spirv", no_std)]
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#![allow(clippy::missing_safety_doc)]
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use spirv_std::{spirv, glam::{vec3, vec4, Mat3, Mat4, Vec2, Vec3, Vec4}, Image, image::SampledImage, num_traits::Float};
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct UboScene {
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pub projection: Mat4,
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pub view: Mat4,
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pub light_pos: Vec4,
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pub view_pos: Vec4,
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct PushConstants {
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pub model: Mat4,
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pub alpha_mask: u32,
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pub alpha_mask_cutoff: f32,
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}
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#[spirv(vertex)]
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pub fn main_vs(
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in_pos: Vec3,
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in_normal: Vec3,
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in_uv: Vec2,
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in_tangent: Vec4,
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#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo_scene: &UboScene,
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#[spirv(push_constant)] push_consts: &PushConstants,
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#[spirv(position)] out_position: &mut Vec4,
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out_normal: &mut Vec3,
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out_uv: &mut Vec2,
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out_view_vec: &mut Vec3,
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out_light_vec: &mut Vec3,
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out_tangent: &mut Vec4,
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) {
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*out_normal = in_normal;
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*out_uv = in_uv;
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*out_tangent = in_tangent;
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*out_position = ubo_scene.projection * ubo_scene.view * push_consts.model * vec4(in_pos.x, in_pos.y, in_pos.z, 1.0);
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*out_normal = Mat3::from_mat4(push_consts.model) * in_normal;
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let pos = push_consts.model * vec4(in_pos.x, in_pos.y, in_pos.z, 1.0);
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*out_light_vec = vec3(ubo_scene.light_pos.x, ubo_scene.light_pos.y, ubo_scene.light_pos.z) - vec3(pos.x, pos.y, pos.z);
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*out_view_vec = vec3(ubo_scene.view_pos.x, ubo_scene.view_pos.y, ubo_scene.view_pos.z) - vec3(pos.x, pos.y, pos.z);
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}
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#[spirv(fragment)]
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pub fn main_fs(
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in_normal: Vec3,
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in_uv: Vec2,
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in_view_vec: Vec3,
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in_light_vec: Vec3,
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in_tangent: Vec4,
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#[spirv(descriptor_set = 1, binding = 0)] sampler_color_map: &SampledImage<Image!(2D, type=f32, sampled)>,
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#[spirv(descriptor_set = 1, binding = 1)] sampler_normal_map: &SampledImage<Image!(2D, type=f32, sampled)>,
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#[spirv(push_constant)] push_consts: &PushConstants,
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out_frag_color: &mut Vec4,
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) {
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let color: Vec4 = sampler_color_map.sample(in_uv);
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if push_consts.alpha_mask == 1 {
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if color.w < push_consts.alpha_mask_cutoff {
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spirv_std::arch::kill();
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}
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}
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let mut n = in_normal.normalize();
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let t = vec3(in_tangent.x, in_tangent.y, in_tangent.z).normalize();
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let b = in_normal.cross(vec3(in_tangent.x, in_tangent.y, in_tangent.z)) * in_tangent.w;
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let tbn = Mat3::from_cols(t, b, n);
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let normal_sample: Vec4 = sampler_normal_map.sample(in_uv);
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n = tbn * (vec3(normal_sample.x, normal_sample.y, normal_sample.z) * 2.0 - vec3(1.0, 1.0, 1.0)).normalize();
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const AMBIENT: f32 = 0.1;
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let l = in_light_vec.normalize();
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let v = in_view_vec.normalize();
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let r = (-l).reflect(n);
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let diffuse_factor = n.dot(l).max(AMBIENT);
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let diffuse = vec3(diffuse_factor, diffuse_factor, diffuse_factor);
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let specular = r.dot(v).max(0.0).powf(32.0);
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*out_frag_color = vec4(
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diffuse.x * color.x + specular,
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diffuse.y * color.y + specular,
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diffuse.z * color.z + specular,
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color.w
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);
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}

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