// G-buffer deferred render — albedo * diffuse // Reads feat_tex0 (rgba32uint, f16 geometric). // Outputs albedo * (ambient + diffuse). #include "math/normal" @group(0) @binding(0) var feat_tex0: texture_2d; @group(0) @binding(1) var feat_tex1: texture_2d; @group(0) @binding(2) var uniforms: GBufDeferredUniforms; struct GBufDeferredUniforms { resolution: vec2f, } const KEY_LIGHT: vec3f = vec3f(0.408, 0.816, 0.408); // normalize(1,2,1) const AMBIENT: f32 = 0.15; @vertex fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4f { let x = f32((vid & 1u) << 2u) - 1.0; let y = f32((vid & 2u) << 1u) - 1.0; return vec4f(x, y, 0.0, 1.0); } @fragment fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f { let coord = vec2i(pos.xy); // feat_tex0 layout: // [0] pack2x16float(albedo.r, albedo.g) // [1] pack2x16float(albedo.b, normal.x) oct [-1,1] // [2] pack2x16float(normal.y, depth) oct [-1,1] let t0 = textureLoad(feat_tex0, coord, 0); let rg = unpack2x16float(t0.x); let bx = unpack2x16float(t0.y); let ny_d = unpack2x16float(t0.z); let albedo = vec3f(rg.x, rg.y, bx.x); // Decode oct-normal (stored in [-1,1] — use oct_decode directly) let normal = oct_decode(vec2f(bx.y, ny_d.x)); let diffuse = max(0.0, dot(normal, KEY_LIGHT)); // feat_tex1[3] = pack4x8unorm(dif.r, dif.g, dif.b, spare) — dif = diffuse*shadow let t1 = textureLoad(feat_tex1, coord, 0); let dif = unpack4x8unorm(t1.w).x; return vec4f(albedo * (AMBIENT + dif), 1.0); }