rendering, physics, player and camera WIP
This commit is contained in:
28
shaders/blit.wgsl
Normal file
28
shaders/blit.wgsl
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@@ -0,0 +1,28 @@
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) uv: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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@group(0) @binding(0)
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var t_texture: texture_2d<f32>;
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@group(0) @binding(1)
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var t_sampler: sampler;
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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output.clip_position = vec4<f32>(input.position, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_texture, t_sampler, input.uv);
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}
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97
shaders/standard.wgsl
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97
shaders/standard.wgsl
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@@ -0,0 +1,97 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) world_position: vec3<f32>,
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@location(1) world_normal: vec3<f32>,
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}
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struct Uniforms {
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model: mat4x4<f32>,
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view: mat4x4<f32>,
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projection: mat4x4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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let world_pos = uniforms.model * vec4<f32>(input.position, 1.0);
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output.world_position = world_pos.xyz;
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output.world_normal = (uniforms.model * vec4<f32>(input.normal, 0.0)).xyz;
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output.clip_position = uniforms.projection * uniforms.view * world_pos;
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return output;
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}
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fn bayer_2x2_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
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let pattern = array<f32, 4>(
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0.0/4.0, 2.0/4.0,
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3.0/4.0, 1.0/4.0
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);
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let x = i32(screen_pos.x) % 2;
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let y = i32(screen_pos.y) % 2;
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let index = y * 2 + x;
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return select(0.0, 1.0, value > pattern[index]);
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}
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fn bayer_4x4_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
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let pattern = array<f32, 16>(
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0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0,
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12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0,
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3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0,
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15.0/16.0, 7.0/16.0, 13.0/16.0, 5.0/16.0
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);
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let x = i32(screen_pos.x) % 4;
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let y = i32(screen_pos.y) % 4;
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let index = y * 4 + x;
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return select(0.0, 1.0, value > pattern[index]);
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}
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fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
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let pattern = array<f32, 64>(
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0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
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48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
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12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
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60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
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3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
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51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
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15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
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63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
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);
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let x = i32(screen_pos.x) % 8;
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let y = i32(screen_pos.y) % 8;
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let index = y * 8 + x;
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return select(0.0, 1.0, value > pattern[index]);
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let light_pos = vec3<f32>(5.0, 5.0, 5.0);
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let light_color = vec3<f32>(1.0, 1.0, 1.0);
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let object_color = vec3<f32>(1.0, 1.0, 1.0);
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let ambient_strength = 0.3;
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let ambient = ambient_strength * light_color;
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let norm = normalize(input.world_normal);
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let light_dir = normalize(vec3<f32>(1.0, -1.0, 1.0));
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let diff = max(dot(norm, light_dir), 0.0);
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let diffuse = diff * light_color;
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let result = (ambient + diffuse) * object_color;
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let dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
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let dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
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let dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
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return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
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}
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120
shaders/terrain.wgsl
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120
shaders/terrain.wgsl
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@@ -0,0 +1,120 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) world_position: vec3<f32>,
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@location(1) world_normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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}
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struct Uniforms {
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model: mat4x4<f32>,
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view: mat4x4<f32>,
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projection: mat4x4<f32>,
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height_scale: f32,
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time: f32,
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}
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@group(0) @binding(1)
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var height_texture: texture_2d<f32>;
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@group(0) @binding(2)
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var height_sampler: sampler;
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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let height = textureSampleLevel(height_texture, height_sampler, input.uv, 0.0).r;
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var displaced_pos = input.position;
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displaced_pos.y += height * uniforms.height_scale;
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let texel_size = vec2<f32>(1.0 / 512.0, 1.0 / 512.0);
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let height_left = textureSampleLevel(height_texture, height_sampler, input.uv - vec2<f32>(texel_size.x, 0.0), 0.0).r;
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let height_right = textureSampleLevel(height_texture, height_sampler, input.uv + vec2<f32>(texel_size.x, 0.0), 0.0).r;
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let height_down = textureSampleLevel(height_texture, height_sampler, input.uv - vec2<f32>(0.0, texel_size.y), 0.0).r;
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let height_up = textureSampleLevel(height_texture, height_sampler, input.uv + vec2<f32>(0.0, texel_size.y), 0.0).r;
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let dh_dx = (height_right - height_left) * uniforms.height_scale;
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let dh_dz = (height_up - height_down) * uniforms.height_scale;
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let normal = normalize(vec3<f32>(-dh_dx, 1.0, -dh_dz));
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let world_pos = uniforms.model * vec4<f32>(displaced_pos, 1.0);
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output.world_position = world_pos.xyz;
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output.world_normal = normalize((uniforms.model * vec4<f32>(normal, 0.0)).xyz);
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output.clip_position = uniforms.projection * uniforms.view * world_pos;
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output.uv = input.uv;
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return output;
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}
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fn hash(p: vec2<f32>) -> f32 {
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var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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fn should_glitter(screen_pos: vec2<f32>, time: f32) -> bool {
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let pixel_pos = floor(screen_pos);
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let h = hash(pixel_pos);
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let time_offset = h * 6283.18;
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let sparkle_rate = 0.2;
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let sparkle = sin(time * sparkle_rate + time_offset) * 0.5 + 0.5;
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let threshold = 0.95;
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return sparkle > threshold && h > 0.95;
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}
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fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
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let pattern = array<f32, 64>(
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0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
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48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
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12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
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60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
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3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
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51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
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15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
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63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
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);
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let x = i32(screen_pos.x) % 8;
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let y = i32(screen_pos.y) % 8;
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let index = y * 8 + x;
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return select(0.2, 1.0, value > pattern[index]);
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let light_dir = normalize(vec3<f32>(-0.5, -1.0, -0.5));
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let light_color = vec3<f32>(1.0, 1.0, 1.0);
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let object_color = vec3<f32>(1.0, 1.0, 1.0);
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let ambient_strength = 0.2;
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let ambient = ambient_strength * light_color;
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let norm = normalize(input.world_normal);
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let diff = max(dot(norm, -light_dir), 0.0);
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let diffuse = diff * light_color;
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let result = (ambient + diffuse) * object_color;
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var dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
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var dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
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var dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
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let is_grey_or_black = dithered_r == 0.0 || (dithered_r == dithered_g && dithered_g == dithered_b);
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if (is_grey_or_black && should_glitter(input.clip_position.xy, uniforms.time)) {
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dithered_r = 1.0;
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dithered_g = 1.0;
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dithered_b = 1.0;
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}
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return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
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}
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