157 lines
4.6 KiB
WebGPU Shading Language
157 lines
4.6 KiB
WebGPU Shading Language
#include constants.wgsl
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#include globals.wgsl
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#include light.wgsl
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#include noise.wgsl
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struct FogVertexOutput {
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@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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}
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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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instance: InstanceInput,
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) -> FogVertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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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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}
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// Fragment shader
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@group(1) @binding(0)
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var t_light_depth: texture_depth_2d_array;
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@group(1) @binding(1)
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var s_light_depth: sampler_comparison;
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@group(2) @binding(0)
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var t_geometry_depth: texture_depth_2d;
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@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 p = pos * FOG_SCALE;
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p.x += global_uniforms.time * 0.01;
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p.y += global_uniforms.time * 0.2;
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p.z += sin(global_uniforms.time * 0.1) * 0.1;
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return fbm(p);
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}
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fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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var density = 0.0;
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var depth = 0.0;
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for (var i = 0; i < FOG_MAX_STEPS; i++)
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{
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let noise = fog_noise(origin + direction * depth);
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depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS);
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let blend = min(depth / FOG_BLEND_DIST, 1.0);
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let contribution = FOG_DENSITY / f32(FOG_MAX_STEPS);
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density += blend * noise * contribution;
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if (density >= 1.0)
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{
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density = 1.0;
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break;
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}
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if (depth >= scene_depth)
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{
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break;
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}
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}
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return density;
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}
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fn depth_to_linear(depth: f32) -> f32 {
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// convert to linear [near, far] range
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let z_near = camera.planes.x;
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let z_far = camera.planes.y;
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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 cam_to_volume = vert.world_position.xyz - camera.position.xyz;
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var distance_to_volume = length(cam_to_volume);
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let direction = cam_to_volume / distance_to_volume;
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// FIXME: geom depth should always be greater than the volume surface depth...
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// why is this broken?
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distance_to_volume = depth_to_linear(vert.clip_position.z);
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let uv = vert.clip_position.xy / camera.planes.xy;
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let depth = textureSample(t_geometry_depth, s_geometry_depth, uv);
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let geometry_depth = depth_to_linear(depth) - 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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return vec4<f32>(1.0);
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/*
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let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
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var in_light = 0.0;
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if (global_uniforms.use_shadowmaps > 0u) {
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for (var i: i32 = 0; i < 6; i++) {
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let light_coords = light.matrices[i] * vert.world_position;
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let light_dir = normalize(light_coords.xyz);
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let bias = 0.01;
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// z can never be smaller than this inside 90 degree frustum
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if (light_dir.z < INV_SQRT_3 - bias) {
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continue;
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}
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// x and y can never be larger than this inside frustum
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if (abs(light_dir.y) > INV_SQRT_2 + bias) {
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continue;
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}
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if (abs(light_dir.x) > INV_SQRT_2 + bias) {
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continue;
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}
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in_light = sample_direct_light(i, light_coords);
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// TODO should break even if 0 since we're inside frustum.
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// See if causes issues with bias overlap between directions.
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if (in_light > 0.0) {
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break;
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}
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}
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} else {
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in_light = 1.0;
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}
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var base_color = vec3<f32>(mix(0.8, 0.4, density));
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let ambient_strength = 0.02;
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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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if (in_light > 0.0) {
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// attenuation
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let light_dist = length(light.position - vert.world_position.xyz);
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let coef_a = 2.0;
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let coef_b = 4.0;
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let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
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radiance = light.color.rgb * light.color.a * light_attenuation * in_light;
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}
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var result = ambient_color + radiance;
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// tonemap
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result = result / (result + vec3(1.0));
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return vec4(result, density * FOG_ALPHA);
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*/
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}
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