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authorskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
commitf32afcbeffa0e8b947457c67c73566da4ebf33cc (patch)
tree8860e7c319b687871e6b9692dc0053eb4b1d583d /src
parent7cbebea3a0cce82f3a756c26ab0e1323bbf1d169 (diff)
refactor: Shader Asset Integration (Task #24)
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
Diffstat (limited to 'src')
-rw-r--r--src/3d/renderer.cc277
-rw-r--r--src/3d/visual_debug.cc41
-rw-r--r--src/gpu/effects/shaders.cc484
3 files changed, 48 insertions, 754 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index abd98b6..cbc3cfa 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -2,6 +2,9 @@
// It implements the Renderer3D class.
#include "3d/renderer.h"
+#include "generated/assets.h"
+#include "gpu/effects/shader_composer.h"
+#include "util/asset_manager.h"
#include <algorithm>
#include <cassert>
#include <cstring>
@@ -11,269 +14,6 @@
bool Renderer3D::s_debug_enabled_ = false;
#endif
-static const char* kShaderCode = R"(
-struct GlobalUniforms {
- view_proj: mat4x4<f32>,
- camera_pos_time: vec4<f32>,
- params: vec4<f32>,
-};
-
-struct ObjectData {
- model: mat4x4<f32>,
- inv_model: mat4x4<f32>,
- color: vec4<f32>,
- params: vec4<f32>,
-};
-
-struct ObjectsBuffer {
- objects: array<ObjectData>,
-};
-
-@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
-@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
-@group(0) @binding(2) var noise_tex: texture_2d<f32>;
-@group(0) @binding(3) var noise_sampler: sampler;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) local_pos: vec3<f32>,
- @location(1) color: vec4<f32>,
- @location(2) @interpolate(flat) instance_index: u32,
- @location(3) world_pos: vec3<f32>,
-};
-
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_index: u32,
- @builtin(instance_index) instance_index: u32) -> VertexOutput {
-
- var pos = array<vec3<f32>, 36>(
- vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
- vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
- vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
- vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
- vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
- );
-
- var p = pos[vertex_index];
- let obj = object_data.objects[instance_index];
- let obj_type = obj.params.x;
-
- // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
- if (obj_type == 3.0) {
- p.x = p.x * 1.5;
- p.z = p.z * 1.5;
- p.y = p.y * 0.5;
- }
-
- let world_pos = obj.model * vec4<f32>(p, 1.0);
- let clip_pos = globals.view_proj * world_pos;
-
- var out: VertexOutput;
- out.position = clip_pos;
- out.local_pos = p;
- out.color = obj.color;
- out.instance_index = instance_index;
- out.world_pos = world_pos.xyz;
- return out;
-}
-
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-
-fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
- let q = vec2<f32>(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
-}
-
-fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
- if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
- if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
- if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
- if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
- return 100.0;
-}
-
-fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
- var d = 1000.0;
- let count = u32(globals.params.x);
-
- for (var i = 0u; i < count; i = i + 1u) {
- if (i == skip_idx) { continue; }
- let obj = object_data.objects[i];
- let obj_type = obj.params.x;
- // Skip rasterized objects (like the floor) in the SDF map
- if (obj_type <= 0.0) { continue; }
-
- let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
-
- let scale_x = length(obj.model[0].xyz);
- let scale_y = length(obj.model[1].xyz);
- let scale_z = length(obj.model[2].xyz);
- // Use conservative minimum scale to avoid overstepping the distance field
- let s = min(scale_x, min(scale_y, scale_z));
-
- d = min(d, get_dist(q, obj_type) * s);
- }
- return d;
-}
-
-fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
- var res = 1.0;
- var t = tmin;
- if (t < 0.05) { t = 0.05; }
- for (var i = 0; i < 32; i = i + 1) {
- let h = map_scene(ro + rd * t, skip_idx);
- if (h < 0.001) { return 0.0; }
- res = min(res, 16.0 * h / t); // Standard k=16
- t = t + clamp(h, 0.02, 0.4);
- if (t > tmax) { break; }
- }
- return clamp(res, 0.0, 1.0);
-}
-
-fn get_normal(p: vec3<f32>, obj_type: f32) -> vec3<f32> {
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
- get_dist(p + e.xyy, obj_type) - get_dist(p - e.xyy, obj_type),
- get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type),
- get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type)
- ));
-}
-
-@fragment
-fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- let obj = object_data.objects[in.instance_index];
- let obj_type = obj.params.x;
-
- var p: vec3<f32>;
- var normal: vec3<f32>;
- var base_color = in.color.rgb;
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
-
- if (obj_type <= 0.0) { // Raster path
- p = in.world_pos;
- let local_normal = normalize(cross(dpdx(in.local_pos), dpdy(in.local_pos)));
- let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
- normal = normalize(transpose(normal_matrix) * local_normal);
-
- // Apply grid pattern to floor
- let uv = p.xz * 0.5;
- let grid = 0.5 + 0.5 * sin(uv.x * 3.14) * sin(uv.y * 3.14);
- let grid_val = smoothstep(0.45, 0.55, grid);
- base_color = base_color * (0.5 + 0.5 * grid_val);
- } else { // SDF path
- let ro_world = globals.camera_pos_time.xyz;
- let rd_world = normalize(in.world_pos - ro_world);
-
- // Ray-Box Intersection in local space to find tight bounds
- let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
- let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
-
- // Proxy box extent (matches vs_main)
- var extent = vec3<f32>(1.0);
- if (obj_type == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); }
-
- let inv_rd = 1.0 / rd_local;
- let t0 = (-extent - ro_local) * inv_rd;
- let t1 = (extent - ro_local) * inv_rd;
- let tmin_vec = min(t0, t1);
- let tmax_vec = max(t0, t1);
- let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z)));
- let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z));
-
- if (t_entry > t_exit) { discard; }
-
- var t = t_entry;
- var hit = false;
- for (var i = 0; i < 64; i = i + 1) {
- let q = ro_local + rd_local * t;
- let d_local = get_dist(q, obj_type);
- if (d_local < 0.0005) { hit = true; break; }
- t = t + d_local;
- if (t > t_exit) { break; }
- }
- if (!hit) { discard; }
-
- let q_hit = ro_local + rd_local * t;
- p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
-
- // Calculate normal with bump mapping
- let e = vec2<f32>(0.005, 0.0);
- let disp_strength = 0.05;
-
- let q_x1 = q_hit + e.xyy;
- let uv_x1 = vec2<f32>(atan2(q_x1.x, q_x1.z) / 6.28 + 0.5, acos(clamp(q_x1.y / length(q_x1), -1.0, 1.0)) / 3.14);
- let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
- let d_x1 = get_dist(q_x1, obj_type) - disp_strength * h_x1;
-
- let q_x2 = q_hit - e.xyy;
- let uv_x2 = vec2<f32>(atan2(q_x2.x, q_x2.z) / 6.28 + 0.5, acos(clamp(q_x2.y / length(q_x2), -1.0, 1.0)) / 3.14);
- let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
- let d_x2 = get_dist(q_x2, obj_type) - disp_strength * h_x2;
-
- let q_y1 = q_hit + e.yxy;
- let uv_y1 = vec2<f32>(atan2(q_y1.x, q_y1.z) / 6.28 + 0.5, acos(clamp(q_y1.y / length(q_y1), -1.0, 1.0)) / 3.14);
- let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
- let d_y1 = get_dist(q_y1, obj_type) - disp_strength * h_y1;
-
- let q_y2 = q_hit - e.yxy;
- let uv_y2 = vec2<f32>(atan2(q_y2.x, q_y2.z) / 6.28 + 0.5, acos(clamp(q_y2.y / length(q_y2), -1.0, 1.0)) / 3.14);
- let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
- let d_y2 = get_dist(q_y2, obj_type) - disp_strength * h_y2;
-
- let q_z1 = q_hit + e.yyx;
- let uv_z1 = vec2<f32>(atan2(q_z1.x, q_z1.z) / 6.28 + 0.5, acos(clamp(q_z1.y / length(q_z1), -1.0, 1.0)) / 3.14);
- let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
- let d_z1 = get_dist(q_z1, obj_type) - disp_strength * h_z1;
-
- let q_z2 = q_hit - e.yyx;
- let uv_z2 = vec2<f32>(atan2(q_z2.x, q_z2.z) / 6.28 + 0.5, acos(clamp(q_z2.y / length(q_z2), -1.0, 1.0)) / 3.14);
- let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
- let d_z2 = get_dist(q_z2, obj_type) - disp_strength * h_z2;
-
- let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
- let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
- normal = normalize(transpose(normal_matrix) * n_local);
-
- // Apply texture to SDF color
- if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
- let uv_grid = p.xz * 0.5;
- let grid = 0.5 + 0.5 * sin(uv_grid.x * 3.14) * sin(uv_grid.y * 3.14);
- let grid_val = smoothstep(0.45, 0.55, grid);
- base_color = base_color * (0.5 + 0.5 * grid_val);
- } else {
- let uv_hit = vec2<f32>(atan2(q_hit.x, q_hit.z) / 6.28 + 0.5, acos(clamp(q_hit.y / length(q_hit), -1.0, 1.0)) / 3.14);
- let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
- base_color = base_color * (0.7 + 0.3 * tex_val);
- }
- }
-
- let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
- let diffuse = max(dot(normal, light_dir), 0.0);
- let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
- return vec4<f32>(base_color * lighting, 1.0);
-}
-
-)";
-
void Renderer3D::init(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format) {
device_ = device;
@@ -398,16 +138,21 @@ void Renderer3D::create_pipeline() {
WGPUPipelineLayout pipeline_layout =
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
+ std::string main_code =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
+ std::string shader_source = ShaderComposer::Get().Compose(
+ {"common_uniforms", "sdf_primitives", "lighting", "ray_box"}, main_code);
+
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
- wgsl_desc.code = kShaderCode;
+ wgsl_desc.code = shader_source.c_str();
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_desc.code = {kShaderCode, strlen(kShaderCode)};
+ wgsl_desc.code = {shader_source.c_str(), shader_source.length()};
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif
@@ -621,4 +366,4 @@ void Renderer3D::render(const Scene& scene, const Camera& camera, float time,
wgpuCommandBufferRelease(commands);
wgpuCommandEncoderRelease(encoder);
-} \ No newline at end of file
+}
diff --git a/src/3d/visual_debug.cc b/src/3d/visual_debug.cc
index 51ccc39..f8d9bed 100644
--- a/src/3d/visual_debug.cc
+++ b/src/3d/visual_debug.cc
@@ -5,40 +5,11 @@
#if !defined(STRIP_ALL)
+#include "generated/assets.h"
+#include "util/asset_manager.h"
#include <cstdio>
#include <cstring>
-// Simple shader for drawing colored lines
-static const char* kDebugShaderCode = R"(
-struct Uniforms {
- viewProj : mat4x4<f32>,
-}
-@group(0) @binding(0) var<uniform> uniforms : Uniforms;
-
-struct VertexInput {
- @location(0) position : vec3<f32>,
- @location(1) color : vec3<f32>,
-}
-
-struct VertexOutput {
- @builtin(position) position : vec4<f32>,
- @location(0) color : vec3<f32>,
-}
-
-@vertex
-fn vs_main(in : VertexInput) -> VertexOutput {
- var out : VertexOutput;
- out.position = uniforms.viewProj * vec4<f32>(in.position, 1.0);
- out.color = in.color;
- return out;
-}
-
-@fragment
-fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
- return vec4<f32>(in.color, 1.0);
-}
-)";
-
void VisualDebug::init(WGPUDevice device, WGPUTextureFormat format) {
device_ = device;
create_pipeline(format);
@@ -92,16 +63,20 @@ void VisualDebug::create_pipeline(WGPUTextureFormat format) {
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
// Shader
+ size_t shader_len = 0;
+ const char* shader_code =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_VISUAL_DEBUG, &shader_len);
+
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
- wgsl_desc.code = kDebugShaderCode;
+ wgsl_desc.code = shader_code;
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_desc.code = {kDebugShaderCode, strlen(kDebugShaderCode)};
+ wgsl_desc.code = {shader_code, shader_len};
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 579160c..6b37869 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -2,465 +2,39 @@
// It defines WGSL shader code for various effects.
#include "../demo_effects.h"
-
+#include "generated/assets.h"
#include "gpu/effects/shader_composer.h"
+#include "util/asset_manager.h"
void InitShaderComposer() {
auto& sc = ShaderComposer::Get();
- sc.RegisterSnippet("common_uniforms", R"(
-struct GlobalUniforms {
- view_proj: mat4x4<f32>,
- camera_pos_time: vec4<f32>,
- params: vec4<f32>,
-};
-struct ObjectData {
- model: mat4x4<f32>,
- inv_model: mat4x4<f32>,
- color: vec4<f32>,
- params: vec4<f32>,
-};
-struct ObjectsBuffer {
- objects: array<ObjectData>,
-};
-)");
-
- sc.RegisterSnippet("sdf_primitives", R"(
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
- let q = vec2<f32>(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
-}
-)");
-
- sc.RegisterSnippet("lighting", R"(
-fn get_normal_basic(p: vec3<f32>, obj_type: f32) -> vec3<f32> {
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
- get_dist(p + e.xyy, obj_type) - get_dist(p - e.xyy, obj_type),
- get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type),
- get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type)
- ));
-}
-
-fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
- var res = 1.0;
- var t = tmin;
- if (t < 0.05) { t = 0.05; }
- for (var i = 0; i < 32; i = i + 1) {
- let h = map_scene(ro + rd * t, skip_idx);
- if (h < 0.001) { return 0.0; }
- res = min(res, 16.0 * h / t);
- t = t + clamp(h, 0.02, 0.4);
- if (t > tmax) { break; }
- }
- return clamp(res, 0.0, 1.0);
-}
-)");
-
- sc.RegisterSnippet("ray_box", R"(
-struct RayBounds {
- t_entry: f32,
- t_exit: f32,
- hit: bool,
-};
-
-fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> RayBounds {
- let inv_rd = 1.0 / rd;
- let t0 = (-extent - ro) * inv_rd;
- let t1 = (extent - ro) * inv_rd;
- let tmin_vec = min(t0, t1);
- let tmax_vec = max(t0, t1);
- let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z)));
- let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z));
- return RayBounds(t_entry, t_exit, t_entry <= t_exit);
-}
-)");
-}
-
-const char* main_shader_wgsl = R"(
-struct Uniforms {
- audio_peak: f32,
- aspect_ratio: f32,
- time: f32,
-};
-
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- let PI = 3.14159265;
- let num_sides = 7.0;
- let scale = 0.5 + 0.3 * uniforms.audio_peak;
- let tri_idx = f32(i / 3u);
- let sub_idx = i % 3u;
- if (sub_idx == 0u) {
- return vec4<f32>(0.0, 0.0, 0.0, 1.0);
- }
- let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
- return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
-}
-
-@fragment fn fs_main() -> @location(0) vec4<f32> {
- let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
- let r = sin(h) * 0.5 + 0.5;
- let g = sin(h + 2.0) * 0.9 + 0.3;
- let b = sin(h + 4.0) * 0.5 + 0.5;
- let boost = uniforms.audio_peak * 0.5;
- return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
-})";
-
-const char* particle_compute_wgsl = R"(
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-struct Uniforms {
- audio_peak: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
-};
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w);
- p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0);
- p.rot.x = p.rot.x + p.rot.y * 0.016;
- if (p.pos.y < -1.5) {
- p.pos.y = 1.5;
- p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5);
- p.vel.y = 0.0;
- }
- particles[i] = p;
-})";
-
-const char* particle_render_wgsl = R"(
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-struct Uniforms {
- audio_peak: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
-};
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-
-struct VSOut {
- @builtin(position) pos: vec4<f32>,
- @location(0) color: vec4<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
- let p = particles[ii];
- let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02;
- var offsets = array<vec2<f32>, 6>(
- vec2<f32>(-1, -1),
- vec2<f32>(1, -1),
- vec2<f32>(-1, 1),
- vec2<f32>(-1, 1),
- vec2<f32>(1, -1),
- vec2<f32>(1, 1)
- );
- let offset = offsets[vi];
- let c = cos(p.rot.x);
- let s = sin(p.rot.x);
- let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
- let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
- return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak));
-}
-
-@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
- return color;
-}
-)";
-
-const char* passthrough_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
-};
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- return textureSample(txt, smplr, p.xy / uniforms.resolution);
-})";
-
-const char* ellipse_shader_wgsl = R"(
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
-};
-
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p);
- if (p_abs.x > p_abs.y) {
- p_abs = vec2<f32>(p_abs.y, p_abs.x);
- }
- let l = ab.y * ab.y - ab.x * ab.x;
- let m = ab.x * p_abs.x / l;
- let n = ab.y * p_abs.y / l;
- let m2 = m * m;
- let n2 = n * n;
- let c = (m2 + n2 - 1.0) / 3.0;
- let c3 = c * c * c;
- let d = c3 + m2 * n2;
- let g = m + m * n2;
- var co: f32;
- if (d < 0.0) {
- let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
- let s = cos(h);
- let t = sin(h) * sqrt(3.0);
- co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
- } else {
- let h = 2.0 * m * n * sqrt(d);
- let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
- let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
- let rx = -s - u + m2 * 2.0;
- let ry = (s - u) * sqrt(3.0);
- co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
- }
- let si = sqrt(max(0.0, 1.0 - co * co));
- return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
- let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
- return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
-})";
-
-const char* particle_spray_compute_wgsl = R"(
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-struct Uniforms {
- intensity: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
-};
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-
-fn hash(p: f32) -> f32 {
- return fract(sin(p) * 43758.5453);
-}
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- if (p.pos.w <= 0.0) {
- let r = hash(f32(i) + uniforms.time);
- let angle = r * 6.28318;
- p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
- p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0);
- p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
- }
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
- p.vel.y = p.vel.y - 0.01;
- particles[i] = p;
-})";
-
-const char* gaussian_blur_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- var res = vec4<f32>(0.0);
- let size = 5.0 * uniforms.intensity;
- for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
- for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
- res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
- }
- }
- return res / 25.0;
-})";
-
-const char* solarize_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- var col = textureSample(txt, smplr, uv);
- let thr = 0.5 + 0.3 * sin(uniforms.time);
- if (col.r < thr) {
- col.r = 1.0 - col.r;
- }
- if (col.g < thr) {
- col.g = 1.0 - col.g;
- }
- if (col.b < thr) {
- col.b = 1.0 - col.b;
- }
- return col;
-})";
-
-const char* distort_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
- return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
-})";
-
-const char* chroma_aberration_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-struct Uniforms {
- time: f32,
- beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
+ sc.RegisterSnippet("common_uniforms",
+ (const char*)GetAsset(AssetId::ASSET_SHADER_COMMON_UNIFORMS));
+ sc.RegisterSnippet("sdf_primitives",
+ (const char*)GetAsset(AssetId::ASSET_SHADER_SDF_PRIMITIVES));
+ sc.RegisterSnippet("lighting",
+ (const char*)GetAsset(AssetId::ASSET_SHADER_LIGHTING));
+ sc.RegisterSnippet("ray_box",
+ (const char*)GetAsset(AssetId::ASSET_SHADER_RAY_BOX));
}
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let off = 0.02 * uniforms.intensity;
- let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r;
- let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b;
- return vec4<f32>(r, g, b, 1.0);
-})";
+const char* main_shader_wgsl = (const char*)GetAsset(AssetId::ASSET_SHADER_MAIN);
+const char* particle_compute_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);
+const char* particle_render_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);
+const char* passthrough_shader_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_PASSTHROUGH);
+const char* ellipse_shader_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_ELLIPSE);
+const char* particle_spray_compute_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE);
+const char* gaussian_blur_shader_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR);
+const char* solarize_shader_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_SOLARIZE);
+const char* distort_shader_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_DISTORT);
+const char* chroma_aberration_shader_wgsl =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION); \ No newline at end of file