diff options
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 50 |
1 files changed, 8 insertions, 42 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index c290df8..d3b0bae 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -1,4 +1,6 @@ #include "common_uniforms" +#include "math/common_utils" +#include "math/sdf_utils" @group(0) @binding(0) var<uniform> globals: GlobalUniforms; @group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; @@ -100,8 +102,7 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { // 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); + let grid_val = grid_pattern(uv); base_color = base_color * (0.5 + 0.5 * grid_val); } else { // SDF path let ro_world = globals.camera_pos_time.xyz; @@ -135,53 +136,18 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { 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); + // Calculate normal with bump mapping (using utility function) 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.params) - 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.params) - 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.params) - 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.params) - 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.params) - 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.params) - disp_strength * h_z2; - - let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); - // Note: mat3x3 constructor takes columns, so passing rows gives us transpose - let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz); - normal = normalize(normal_matrix * n_local); + let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength); + normal = transform_normal(obj.inv_model, 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); + let grid_val = grid_pattern(uv_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 uv_hit = spherical_uv(q_hit); let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r; base_color = base_color * (0.7 + 0.3 * tex_val); } |
