tirbofish/dropbear · diff
feature: improved shaders, way nicer looking.
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@@ -1,100 +1,80 @@ const PI: f32 = 3.14159265358979; struct Globals { - num_lights: u32, + num_lights: u32, ambient_strength: f32, } struct CameraUniform { - view_pos: vec4<f32>, - view: mat4x4<f32>, + view_pos: vec4<f32>, + view: mat4x4<f32>, view_proj: mat4x4<f32>, - inv_proj: mat4x4<f32>, - inv_view: mat4x4<f32>, + inv_proj: mat4x4<f32>, + inv_view: mat4x4<f32>, } struct Light { - position: vec4<f32>, + position: vec4<f32>, direction: vec4<f32>, // x, y, z, outer_cutoff_angle - color: vec4<f32>, // r, g, b, light_type (0=directional, 1=point, 2=spot) - constant: f32, - lin: f32, + color: vec4<f32>, // r, g, b, light_type (0=directional, 1=point, 2=spot) + constant: f32, + lin: f32, quadratic: f32, - cutoff: f32, + cutoff: f32, } struct MaterialUniform { - base_colour: vec4<f32>, - emissive: vec3<f32>, + base_colour: vec4<f32>, + emissive: vec3<f32>, emissive_strength: f32, - metallic: f32, - roughness: f32, - normal_scale: f32, + metallic: f32,
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