diff options
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 44 |
1 files changed, 9 insertions, 35 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 7be8d4e..b39525d 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -1,3 +1,5 @@ +#include "common_uniforms" + @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>; @@ -54,37 +56,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, return out; } -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; -} +#include "render/scene_query" +#include "render/shadows" +#include "render/lighting_utils" +#include "ray_box" @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { @@ -189,7 +164,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { } 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); -}
\ No newline at end of file + let lit_color = calculate_lighting(base_color, normal, p, shadow); + return vec4<f32>(lit_color, 1.0); +} |
