Files
ScopEngine/Assets/Shaders/ForwardBasicFragment.nzsl
Kbz-8 cd7e5ad26f yes
2025-06-16 15:18:27 +02:00

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[nzsl_version("1.0")]
module;
struct VertOut
{
[location(0)] color : vec4[f32],
[location(1)] uv : vec2[f32],
[location(2)] norm : vec4[f32],
[location(3)] norm_mat : mat4[f32],
[builtin(position)] pos: vec4[f32]
}
struct FragmentData
{
dissolve_texture_factor: f32,
dissolve_black_white_colors_factor: f32,
dissolve_normals_colors_factor: f32,
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
external
{
[set(1), binding(0)] u_albedo: sampler2D[f32],
[set(1), binding(1)] u_fragment_data: uniform[FragmentData],
}
fn Mixf32(a: f32, b: f32, t: f32) -> f32
{
return a + (b - a) * t;
}
fn MixVec4f32(a: vec4[f32], b: vec4[f32], t: f32) -> vec4[f32]
{
return vec4[f32](
Mixf32(a.x, b.x, t),
Mixf32(a.y, b.y, t),
Mixf32(a.z, b.z, t),
Mixf32(a.w, b.w, t)
);
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
{
let texture_color = u_albedo.Sample(input.uv);
let grey_scale_value: f32 = 0.3 * input.color.r + 0.59 * input.color.g + 0.11 * input.color.b;
let grey_scale = vec4[f32](grey_scale_value, grey_scale_value, grey_scale_value, 1.0);
input.color = MixVec4f32(input.color, grey_scale, u_fragment_data.dissolve_black_white_colors_factor);
input.color = MixVec4f32(input.color, abs(input.norm), u_fragment_data.dissolve_normals_colors_factor);
let output: FragOut;
output.color = MixVec4f32(input.color, texture_color, u_fragment_data.dissolve_texture_factor);
return output;
}