wgpu-renderer/res/shaders/fog.wgsl

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WebGPU Shading Language
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#include globals.wgsl
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#include constants.wgsl
#include noise.wgsl
struct FogVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@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.xyz / world_position.w;
out.light_world_position = light.position;
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return out;
}
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// Fragment shader
@group(2)@binding(0)
var t_light_depth: texture_depth_2d_array;
@group(2) @binding(1)
var s_light_depth: sampler_comparison;
@group(2)@binding(2)
var t_geometry_depth: texture_depth_2d;
@group(2) @binding(3)
var s_geometry_depth: sampler;
@group(3) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(3)@binding(1)
var s_diffuse: sampler;
@group(3)@binding(2)
var t_normal: texture_2d<f32>;
@group(3) @binding(3)
var s_normal: sampler;
@group(3)@binding(4)
var t_roughness_metalness: texture_2d<f32>;
@group(3) @binding(5)
var s_roughness_metalness: sampler;
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fn fog_noise(pos: vec3<f32>) -> f32 {
var p = pos * FOG_SCALE;
p.x += global_uniforms.time * 0.01;
p.y += global_uniforms.time * 0.1;
p.z += sin(global_uniforms.time * 0.1) * 0.1;
return fbm(p);
}
fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
var density = 0.0;
var depth = 0.0;
for (var i = 0; i < FOG_MAX_STEPS; i++)
{
depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS);
let p = origin + direction * depth;
density += fog_noise(p) * FOG_DENSITY / f32(FOG_MAX_STEPS);
if (density >= 1.0)
{
density = 1.0;
break;
}
if (depth >= scene_depth)
{
break;
}
}
return density;
}
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// FIXME: always 0???
fn scene_depth(clip_position: vec4<f32>) -> f32 {
if (clip_position.w <= 0.0) {
return 0.0;
}
let ndc = clip_position.xy / clip_position.w;
let uv = ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
return textureSample(t_geometry_depth, s_geometry_depth, uv);
}
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@fragment
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
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let cam_to_volume = vert.world_position.xyz - camera.position.xyz;
let distance_to_volume = length(cam_to_volume);
let direction = cam_to_volume / distance_to_volume;
// TODO: pass near and far plane in uniforms
let geometry_depth = scene_depth(vert.clip_position) * (3000.0 - 1.0) + 1.0 - distance_to_volume;
if (geometry_depth <= 0.0)
{
return vec4<f32>(0.0);
}
let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
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color.a *= density;
return color;
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}