wgpu-renderer/res/shaders/fog.wgsl

166 lines
4.7 KiB
WebGPU Shading Language

#include constants.wgsl
#include globals.wgsl
#include light.wgsl
#include noise.wgsl
struct FogVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec4<f32>,
@location(1) light_world_position: vec3<f32>,
}
// Vertex shader
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> FogVertexOutput {
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);
var out: FogVertexOutput;
out.clip_position = camera.proj * camera.view * world_position;
out.world_position = world_position;
out.light_world_position = light.position;
return out;
}
// Fragment shader
@group(1) @binding(0)
var t_light_depth: texture_depth_2d_array;
@group(1) @binding(1)
var s_light_depth: sampler_comparison;
@group(2) @binding(0)
var t_geometry_depth: texture_depth_2d;
@group(2) @binding(1)
var s_geometry_depth: sampler;
fn fog_noise(pos: vec3<f32>) -> f32 {
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 + 0.15 * noise2 + 0.05;
}
fn ray_march(origin: vec3<f32>, direction: vec3<f32>, max_depth: f32, max_steps: i32, step_size: f32, fog_density: f32) -> vec2<f32> {
var density = 0.0;
var depth = 0.0;
for (var i = 0; i < max_steps; i++)
{
depth += step_size;
if (depth >= max_depth)
{
break;
}
let noise = fog_noise(origin + direction * depth);
let contribution = fog_density / f32(max_steps);
density += noise * contribution;
if (density >= 1.0)
{
density = 1.0;
break;
}
}
return vec2(density, depth);
}
fn ray_march_fog(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> vec3<f32> {
// march into the fog volume
let fog_march = ray_march(
origin,
direction,
scene_depth,
FOG_MAX_STEPS,
FOG_STEP_SIZE,
FOG_DENSITY
);
let fog_density = fog_march.x;
let fog_depth = fog_march.y;
let fog_end_position = origin + direction * fog_depth;
// march from fog volume to the light
let fog_to_light = light.position - fog_end_position;
let max_light_dist = length(fog_to_light);
let light_direction = fog_to_light / max_light_dist;
let light_march = ray_march(
fog_end_position,
light_direction,
max_light_dist,
FOG_LIGHT_MAX_STEPS,
FOG_LIGHT_STEP_SIZE,
FOG_LIGHT_DENSITY
);
let occlusion = light_march.x;
return vec3<f32>(fog_density, fog_depth, occlusion);
}
fn depth_to_linear(depth: f32) -> f32 {
// 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));
}
@fragment
fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
let origin = vert.world_position.xyz;
let direction = normalize(origin - 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)
{
return vec4<f32>(0.0);
}
let march_result = ray_march_fog(origin, direction, max_fog_depth);
let fog_density = march_result.x;
let fog_depth = march_result.y;
let occlusion = march_result.z;
let base_color = vec3<f32>(mix(0.5, 0.1, fog_density));
let ambient_strength = 0.05;
let ambient_color = base_color * ambient_strength;
var radiance = vec3<f32>(0.0);
let fog_position = vert.world_position.xyz + direction * fog_depth;
let in_light = sample_direct_light(vec4<f32>(fog_position, 1.0));
if (in_light > 0.0) {
// attenuation
let light_dist = length(light.position - fog_position);
let coef_a = 0.0;
let coef_b = 1.0;
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 * (1.0 - occlusion);
}
var result = ambient_color + radiance;
// tonemap
result = result / (result + vec3(1.0));
return vec4(result, fog_density * FOG_ALPHA);
}