Add raymarched fog

This commit is contained in:
Lauri Räsänen 2023-11-08 21:35:53 +02:00
parent ca9ed36c37
commit 9acbec9a6a
6 changed files with 124 additions and 45 deletions

View file

@ -1,46 +1,72 @@
#include globals.wgsl
#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>,
}
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
) -> FogVertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
let normal_matrix = mat3x3<f32>(
instance.normal_matrix_0,
instance.normal_matrix_1,
instance.normal_matrix_2,
);
let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
var out: VertexOutput;
var out: FogVertexOutput;
out.clip_position = camera.proj * camera.view * world_position;
out.tex_coords = model.tex_coords;
out.tangent_position = tangent_matrix * world_position.xyz;
out.tangent_light_position = tangent_matrix * light.position;
out.tangent_view_position = tangent_matrix * camera.position.xyz;
out.world_position = world_position;
out.world_position = world_position.xyz / world_position.w;
out.light_world_position = light.position;
return out;
}
@fragment
fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(0.5, 0.5, 0.5, 0.1);
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;
}
@fragment
fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
let direction = normalize(vert.world_position.xyz - camera.position.xyz);
let scene_depth = FOG_MAX_DIST; // TODO: sample geometry pass depth buffer
let density = ray_march(vert.world_position.xyz, direction, scene_depth);
color.a *= density;
return color;
}