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path: root/src/shaders/pbr.c
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#include "common.h"

/*uniforms*/
#define _object2world     UM4(0)
#define _light            UV3(0)
#define _albedo_tex       UTEX(0) 
#define _noraml_tex       UTEX(1) 
#define _roughness_tex    UTEX(2) 
#define _metalness_tex    UTEX(3)

/*varyings*/
#define _texcoord         reg_v2_00
#define _normal           reg_v3_05
#define _rough            reg_num_00
#define _world_pos        reg_v3_00
#define _depth_pos        reg_v3_01
#define _clip_pos         reg_v2_01
#define _world_normal     reg_v3_02 
#define _world_tangent    reg_v3_03
#define _world_bitangent  reg_v3_04

static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoord) {
	static Vec4 p; p.xyz = in->vertex->position; p.w = 1;
	object2clip(&p, clipcoord);
	Vec4 normal = {
		in->vertex->normal.x,
		in->vertex->normal.y,
		in->vertex->normal.z,
		1
	};
	Vec4 worldnormal; internal_mat4_mulvec4(_object2world, &normal, &worldnormal);
	internal_vec3_normalize(_light, _light);
	//*rough = 1 - internal_vec3_dot(&worldnormal, light);
	//*vnormal = in->vertex->normal;
	*_texcoord = in->vertex->texcoord;
	_clip_pos->x = clipcoord->z;
	_clip_pos->y = clipcoord->w;
}

static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* color) {
	//internal_vec3_normalize(light, light);
	//internal_vec3_normalize(vnormal, vnormal);
	//float roughness = *rough;
	//(*color).r = 1;
	//(*color).g = 1;
	//(*color).b = 1;
	//(*color).a = 1;
	//return 1;
	//float rough = 1- internal_vec3_dot(&in->normal, light);
	float depth = _clip_pos->x / _clip_pos->y;
	depth = (depth + 1) / 2;
	depth = linear01depth(depth);
	Color32 c = tex2d(_albedo_tex, _texcoord);
	//Color32 nc = tex2d(noramltex, in->texcoord);
	//internal_vec3_scale(&c, roughness, &c);
	color32_saturate(&c);
	*color = c;
	//internal_vec3_scale(color, 1 - depth, color);
	return 1;
}

Program ssr_built_in_shader_pbr = {
	vert, frag,
	VARYING_NUM_00 | 
	//VARYING_V3_00 |
	//VARYING_V3_01 |
	//VARYING_V3_02 |
	//VARYING_V3_03 |
	//VARYING_V3_04 |
	//VARYING_V4_00 |
	VARYING_V2_00 | 
	VARYING_V3_05 | 
	VARYING_V2_01 
};