WIP: don't draw fog past scene depth
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9acbec9a6a
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5a8dec8d02
3 changed files with 146 additions and 67 deletions
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@ -8,6 +8,8 @@ struct FogVertexOutput {
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@location(1) light_world_position: vec3<f32>,
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}
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// Vertex shader
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@vertex
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fn vs_main(
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model: VertexInput,
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@ -30,6 +32,33 @@ fn vs_main(
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return out;
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}
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// Fragment shader
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@group(2)@binding(0)
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var t_light_depth: texture_depth_2d_array;
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@group(2) @binding(1)
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var s_light_depth: sampler_comparison;
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@group(2)@binding(2)
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var t_geometry_depth: texture_depth_2d;
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@group(2) @binding(3)
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var s_geometry_depth: sampler;
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@group(3) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(3)@binding(1)
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var s_diffuse: sampler;
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@group(3)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(3) @binding(3)
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var s_normal: sampler;
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@group(3)@binding(4)
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var t_roughness_metalness: texture_2d<f32>;
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@group(3) @binding(5)
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var s_roughness_metalness: sampler;
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fn fog_noise(pos: vec3<f32>) -> f32 {
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var p = pos * FOG_SCALE;
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p.x += global_uniforms.time * 0.01;
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@ -59,13 +88,31 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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return density;
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}
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// FIXME: always 0???
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fn scene_depth(clip_position: vec4<f32>) -> f32 {
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if (clip_position.w <= 0.0) {
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return 0.0;
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}
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let ndc = clip_position.xy / clip_position.w;
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let uv = ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
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return textureSample(t_geometry_depth, s_geometry_depth, uv);
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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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var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
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let direction = normalize(vert.world_position.xyz - camera.position.xyz);
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let scene_depth = FOG_MAX_DIST; // TODO: sample geometry pass depth buffer
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let density = ray_march(vert.world_position.xyz, direction, scene_depth);
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let cam_to_volume = vert.world_position.xyz - camera.position.xyz;
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let distance_to_volume = length(cam_to_volume);
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let direction = cam_to_volume / distance_to_volume;
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// TODO: pass near and far plane in uniforms
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let geometry_depth = scene_depth(vert.clip_position) * (3000.0 - 1.0) + 1.0 - distance_to_volume;
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if (geometry_depth <= 0.0)
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{
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return vec4<f32>(0.0);
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}
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let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
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color.a *= density;
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return color;
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