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Add shaderobjects rust shader
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shaders/rust/Cargo.lock

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shaders/rust/Cargo.toml

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@@ -80,6 +80,7 @@ members = [
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"conditionalrender/model",
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"textoverlay/text",
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"textoverlay/mesh",
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"shaderobjects/phong",
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]
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[workspace.dependencies]
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[package]
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name = "shaderobjects-phong"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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spirv-std = { workspace = true }
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[lib]
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crate-type = ["dylib"]
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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::{mat3, vec3, vec4, Mat4, Vec3, Vec4}, Image, num_traits::Float};
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use spirv_std::image::SampledImage;
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct Ubo {
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pub projection: Mat4,
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pub model: Mat4,
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pub light_pos: Vec4,
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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_color: Vec3,
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#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo: &Ubo,
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#[spirv(position)] out_position: &mut Vec4,
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out_normal: &mut Vec3,
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out_color: &mut Vec3,
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out_view_vec: &mut Vec3,
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out_light_vec: &mut Vec3,
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) {
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*out_normal = in_normal;
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*out_color = in_color;
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*out_position = ubo.projection * ubo.model * vec4(in_pos.x, in_pos.y, in_pos.z, 1.0);
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let pos = ubo.model * vec4(in_pos.x, in_pos.y, in_pos.z, 1.0);
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let model_mat3 = mat3(
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ubo.model.x_axis.truncate(),
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ubo.model.y_axis.truncate(),
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ubo.model.z_axis.truncate(),
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);
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*out_normal = model_mat3 * in_normal;
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let l_pos = model_mat3 * ubo.light_pos.truncate();
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*out_light_vec = l_pos - pos.truncate();
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*out_view_vec = -pos.truncate();
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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_color: Vec3,
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in_view_vec: Vec3,
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in_light_vec: Vec3,
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#[spirv(descriptor_set = 0, binding = 1)] _sampler_color_map: &SampledImage<Image!(2D, type=f32, sampled)>,
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out_frag_color: &mut Vec4,
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) {
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// Desaturate color
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let gray = in_color.dot(vec3(0.2126, 0.7152, 0.0722));
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let color = in_color.lerp(vec3(gray, gray, gray), 0.65);
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// High ambient colors because mesh materials are pretty dark
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let ambient = color * vec3(1.0, 1.0, 1.0);
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let n = in_normal.normalize();
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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 = n.dot(l).max(0.0) * color;
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let specular = r.dot(v).max(0.0).powf(32.0) * vec3(0.35, 0.35, 0.35);
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let final_color = ambient + diffuse * 1.75 + specular;
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*out_frag_color = vec4(final_color.x, final_color.y, final_color.z, 1.0);
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}

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