wgpu-renderer/res/shaders/fog.wgsl

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WebGPU Shading Language
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#include constants.wgsl
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#include globals.wgsl
#include light.wgsl
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#include noise.wgsl
struct FogVertexOutput {
@builtin(position) clip_position: vec4<f32>,
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@location(0) world_position: vec4<f32>,
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@location(1) light_world_position: vec3<f32>,
}
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// Vertex shader
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@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
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) -> FogVertexOutput {
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let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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var out: FogVertexOutput;
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out.clip_position = camera.proj * camera.view * world_position;
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out.world_position = world_position;
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out.light_world_position = light.position;
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return out;
}
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// Fragment shader
@group(1) @binding(0)
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var t_light_depth: texture_depth_2d_array;
@group(1) @binding(1)
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var s_light_depth: sampler_comparison;
@group(2) @binding(0)
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var t_geometry_depth: texture_depth_2d;
@group(2) @binding(1)
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var s_geometry_depth: sampler;
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fn fog_noise(pos: vec3<f32>) -> f32 {
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var p1 = pos * 0.01;
p1.x += global_uniforms.time * 0.2;
p1.y += global_uniforms.time * 0.2;
p1.z += sin(global_uniforms.time * 0.1) * 0.5;
let noise1 = fbm(p1);
var p2 = pos * 0.05;
p2.x += global_uniforms.time * 0.2;
p2.y += global_uniforms.time * 0.2;
p2.z += sin(global_uniforms.time * 0.1) * 0.5;
let noise2 = fbm(p2);
return 0.8 * noise1 + 0.2 * noise2;
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}
fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> vec2<f32> {
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var density = 0.0;
var depth = 0.0;
for (var i = 0; i < FOG_MAX_STEPS; i++)
{
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let noise = fog_noise(origin + direction * depth);
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depth += FOG_STEP_SIZE;
let blend = min(f32(i + 1) / f32(FOG_BLEND_STEPS), 1.0);
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let contribution = FOG_DENSITY / f32(FOG_MAX_STEPS);
density += blend * noise * contribution;
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if (density >= 1.0)
{
density = 1.0;
break;
}
if (depth >= scene_depth)
{
break;
}
}
return vec2<f32>(density, depth);
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}
fn depth_to_linear(depth: f32) -> f32 {
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// convert to linear [near, far] range
let z_near = camera.planes.x;
let z_far = camera.planes.y;
return z_near * z_far / (z_far + depth * (z_near - z_far));
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}
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@fragment
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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let direction = normalize(vert.world_position.xyz - camera.position.xyz);
let volume_depth = depth_to_linear(vert.clip_position.z);
let uv = vert.clip_position.xy / camera.planes.zw;
let geometry_depth = depth_to_linear(textureSample(t_geometry_depth, s_geometry_depth, uv));
let max_fog_depth = geometry_depth - volume_depth;
if (max_fog_depth <= 0.0)
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{
return vec4<f32>(0.0);
}
let dd = ray_march(vert.world_position.xyz, direction, max_fog_depth);
let fog_density = dd.x;
let fog_depth = dd.y;
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var base_color = vec3<f32>(mix(0.5, 0.1, fog_density));
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let ambient_strength = 0.04;
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let ambient_color = base_color * ambient_strength;
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var radiance = vec3<f32>(0.0);
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let in_light = sample_direct_light(vert.world_position);
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if (in_light > 0.0) {
// attenuation
let fog_position = vert.world_position.xyz + direction * fog_depth;
let light_dist = length(light.position - fog_position);
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let coef_a = 0.0;
let coef_b = 1.0;
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let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
radiance = light.color.rgb * light.color.a * light_attenuation * in_light;
}
var result = ambient_color + radiance;
// tonemap
result = result / (result + vec3(1.0));
return vec4(result, fog_density * FOG_ALPHA);
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}