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-rw-r--r--cnn_v3/shaders/gbuf_raster.wgsl54
1 files changed, 31 insertions, 23 deletions
diff --git a/cnn_v3/shaders/gbuf_raster.wgsl b/cnn_v3/shaders/gbuf_raster.wgsl
index c762db2..aed0e72 100644
--- a/cnn_v3/shaders/gbuf_raster.wgsl
+++ b/cnn_v3/shaders/gbuf_raster.wgsl
@@ -1,8 +1,11 @@
// G-buffer rasterization shader for CNN v3
// Pass 1: Proxy geometry → MRT (albedo rgba16float, normal_mat rgba16float, depth32)
// Uses GlobalUniforms, ObjectData, ObjectsBuffer from common_uniforms.
+// SPHERE objects use ray-sphere impostor (correct silhouette + normal + depth).
#include "common_uniforms"
+#include "math/normal"
+#include "ray_sphere"
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
@@ -15,21 +18,6 @@ struct VertexOutput {
@location(3) @interpolate(flat) instance_index: u32,
}
-// Octahedral encoding: maps unit normal to [-1,1]^2
-fn oct_encode(n: vec3f) -> vec2f {
- let inv_l1 = 1.0 / (abs(n.x) + abs(n.y) + abs(n.z));
- var p = n.xy * inv_l1;
- // Fold lower hemisphere
- if (n.z < 0.0) {
- let s = vec2f(
- select(-1.0, 1.0, p.x >= 0.0),
- select(-1.0, 1.0, p.y >= 0.0)
- );
- p = (1.0 - abs(p.yx)) * s;
- }
- return p; // in [-1, 1]
-}
-
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@@ -73,8 +61,8 @@ fn vs_main(
let world_pos = obj.model * vec4f(p, 1.0);
let clip_pos = globals.view_proj * world_pos;
- // Transform normal by inverse-transpose (upper-left 3×3 of inv_model^T)
- let world_normal = normalize((obj.inv_model * vec4f(n, 0.0)).xyz);
+ // Transform normal: use model matrix (correct for uniform scale + rotation).
+ let world_normal = normalize((obj.model * vec4f(n, 0.0)).xyz);
var out: VertexOutput;
out.position = clip_pos;
@@ -86,20 +74,40 @@ fn vs_main(
}
struct GBufOutput {
- @location(0) albedo: vec4f, // rgba16float: material color
- @location(1) normal_mat: vec4f, // rgba16float: oct-normal XY in RG, mat_id/255 in B
+ @location(0) albedo: vec4f, // rgba16float: material color
+ @location(1) normal_mat: vec4f, // rgba16float: oct-normal XY in RG, mat_id/255 in B
+ @builtin(frag_depth) depth: f32, // corrected depth (sphere impostor)
}
@fragment
fn fs_main(in: VertexOutput) -> GBufOutput {
- let obj = object_data.objects[in.instance_index];
- let mat_id = f32(in.instance_index) / 255.0;
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = u32(obj.params.x);
+ let mat_id = f32(in.instance_index) / 255.0;
+
+ var world_normal = normalize(in.world_normal);
+ var frag_depth = in.position.z; // default: hardware depth
+
+ // Sphere impostor: ray-sphere intersection for correct silhouette and normal.
+ if (obj_type == 1u) {
+ let sphere_center = obj.model[3].xyz;
+ let sphere_radius = length(obj.model[0].xyz); // uniform scale in col0
+ let cam_pos = globals.camera_pos_time.xyz;
+ let rd = normalize(in.world_pos - cam_pos);
+ let isect = ray_sphere_intersection(cam_pos, rd, sphere_center, sphere_radius);
+ if (!isect.hit) { discard; }
+ let hit = cam_pos + rd * isect.t;
+ world_normal = normalize(hit - sphere_center);
+ // Reproject hit point to get correct clip-space depth.
+ let clip_hit = globals.view_proj * vec4f(hit, 1.0);
+ frag_depth = clip_hit.z / clip_hit.w;
+ }
- // Oct-encode world normal, remap [-1,1] → [0,1] for storage
- let oct = oct_encode(normalize(in.world_normal)) * 0.5 + vec2f(0.5);
+ let oct = oct_encode_unorm(world_normal);
var out: GBufOutput;
out.albedo = vec4f(in.color.rgb, 1.0);
out.normal_mat = vec4f(oct.x, oct.y, mat_id, 0.0);
+ out.depth = frag_depth;
return out;
}