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// 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<u32>;
@group(0) @binding(1) var feat_tex1: texture_2d<u32>;
@group(0) @binding(2) var<uniform> 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[2] = pack4x8unorm(mip2.g, mip2.b, dif, transp) — dif at byte 2
let t1 = textureLoad(feat_tex1, coord, 0);
let dif = unpack4x8unorm(t1.z).z;
return vec4f(albedo * (AMBIENT + dif), 1.0);
}
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