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-rw-r--r--common/shaders/math/color.wgsl16
-rw-r--r--common/shaders/math/common_utils.wgsl18
-rw-r--r--common/shaders/math/noise.wgsl68
-rw-r--r--common/shaders/math/sdf_shapes.wgsl18
-rw-r--r--common/shaders/math/sdf_utils.wgsl32
-rw-r--r--common/shaders/math/utils.wgsl4
6 files changed, 78 insertions, 78 deletions
diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl
index b63c915..9352053 100644
--- a/common/shaders/math/color.wgsl
+++ b/common/shaders/math/color.wgsl
@@ -2,26 +2,26 @@
// sRGB to Linear approximation
// Note: Assumes input is in sRGB color space.
-fn sRGB(t: vec3<f32>) -> vec3<f32> {
- return mix(1.055 * pow(t, vec3<f32>(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3<f32>(0.0031308)));
+fn sRGB(t: vec3f) -> vec3f {
+ return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308)));
}
// ACES Filmic Tone Mapping (Approximate)
// A common tone mapping algorithm used in games and film.
-fn aces_approx(v_in: vec3<f32>) -> vec3<f32> {
- var v = max(v_in, vec3<f32>(0.0));
+fn aces_approx(v_in: vec3f) -> vec3f {
+ var v = max(v_in, vec3f(0.0));
v *= 0.6;
let a = 2.51;
let b = 0.03;
let c = 2.43;
let d = 0.59;
let e = 0.14;
- return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));
+ return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0));
}
// HSV to RGB conversion
-const hsv2rgb_K = vec4<f32>(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
-fn hsv2rgb(c: vec3<f32>) -> vec3<f32> {
+const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+fn hsv2rgb(c: vec3f) -> vec3f {
let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www);
- return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3<f32>(0.0), vec3<f32>(1.0)), c.y);
+ return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y);
}
diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl
index b8446b4..6ebc25a 100644
--- a/common/shaders/math/common_utils.wgsl
+++ b/common/shaders/math/common_utils.wgsl
@@ -6,28 +6,28 @@ const PI: f32 = 3.14159265359;
const TAU: f32 = 6.28318530718;
// Transform normal from local to world space using inverse model matrix
-fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3f) -> vec3f {
- let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
+fn transform_normal(inv_model: mat4x4f, normal_local: vec3f) -> vec3f {
+ let normal_matrix = mat3x3f(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
return normalize(normal_matrix * normal_local);
}
// Spherical UV mapping (sphere or any radial surface)
// Returns UV in [0,1] range
-fn spherical_uv(p: vec3f) -> vec2<f32> {
+fn spherical_uv(p: vec3f) -> vec2f {
let u = atan2(p.x, p.z) / TAU + 0.5;
let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
- return vec2<f32>(u, v);
+ return vec2f(u, v);
}
// Spherical UV from direction vector (for skybox, etc.)
-fn spherical_uv_from_dir(dir: vec3f) -> vec2<f32> {
+fn spherical_uv_from_dir(dir: vec3f) -> vec2f {
let u = atan2(dir.z, dir.x) / TAU + 0.5;
let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
- return vec2<f32>(u, v);
+ return vec2f(u, v);
}
// Grid pattern for procedural texturing (checkerboard-like)
-fn grid_pattern(uv: vec2<f32>) -> f32 {
+fn grid_pattern(uv: vec2f) -> f32 {
let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
return smoothstep(0.45, 0.55, grid);
}
@@ -37,8 +37,8 @@ fn grid_pattern(uv: vec2<f32>) -> f32 {
// Calculates normalized screen coordinates from fragment position and resolution.
// Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution.
-// Returns a vec2<f32> in NDC space, with X adjusted for aspect ratio.
-fn getScreenCoord(p: vec4<f32>, resolution: vec2<f32>) -> vec2<f32> {
+// Returns a vec2f in NDC space, with X adjusted for aspect ratio.
+fn getScreenCoord(p: vec4f, resolution: vec2f) -> vec2f {
let q = p.xy / resolution;
var coord = -1.0 + 2.0 * q;
coord.x *= resolution.x / resolution.y;
diff --git a/common/shaders/math/noise.wgsl b/common/shaders/math/noise.wgsl
index 9f99e4a..dd97e02 100644
--- a/common/shaders/math/noise.wgsl
+++ b/common/shaders/math/noise.wgsl
@@ -14,31 +14,31 @@ fn hash_1f(x: f32) -> f32 {
return fract(v);
}
-// Hash: vec2<f32> -> f32
+// Hash: vec2f -> f32
// 2D coordinate to single hash value
-fn hash_2f(p: vec2<f32>) -> f32 {
- var h = dot(p, vec2<f32>(127.1, 311.7));
+fn hash_2f(p: vec2f) -> f32 {
+ var h = dot(p, vec2f(127.1, 311.7));
return fract(sin(h) * 43758.5453123);
}
-// Hash: vec2<f32> -> vec2<f32>
+// Hash: vec2f -> vec2f
// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
-fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> {
- var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977));
+fn hash_2f_2f(p: vec2f) -> vec2f {
+ var p3 = fract(vec3f(p.x, p.y, p.x) * vec3f(0.1021, 0.1013, 0.0977));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
-// Hash: vec3<f32> -> f32
+// Hash: vec3f -> f32
// 3D coordinate to single hash value
-fn hash_3f(p: vec3<f32>) -> f32 {
- var h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
+fn hash_3f(p: vec3f) -> f32 {
+ var h = dot(p, vec3f(127.1, 311.7, 74.7));
return fract(sin(h) * 43758.5453123);
}
-// Hash: vec3<f32> -> vec3<f32>
+// Hash: vec3f -> vec3f
// 3D coordinate to 3D hash
-fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> {
+fn hash_3f_3f(p: vec3f) -> vec3f {
var v = fract(p);
v += dot(v, v.yxz + 32.41);
return fract((v.xxy + v.yzz) * v.zyx);
@@ -56,14 +56,14 @@ fn hash_1u(p: u32) -> f32 {
return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0;
}
-// Hash: u32 -> vec2<f32>
-fn hash_1u_2f(p: u32) -> vec2<f32> {
- return vec2<f32>(hash_1u(p), hash_1u(p + 1423u));
+// Hash: u32 -> vec2f
+fn hash_1u_2f(p: u32) -> vec2f {
+ return vec2f(hash_1u(p), hash_1u(p + 1423u));
}
-// Hash: u32 -> vec3<f32>
-fn hash_1u_3f(p: u32) -> vec3<f32> {
- return vec3<f32>(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
+// Hash: u32 -> vec3f
+fn hash_1u_3f(p: u32) -> vec3f {
+ return vec3f(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
}
// ============================================
@@ -72,32 +72,32 @@ fn hash_1u_3f(p: u32) -> vec3<f32> {
// Value Noise: 2D
// Interpolated grid noise using smoothstep
-fn noise_2d(p: vec2<f32>) -> f32 {
+fn noise_2d(p: vec2f) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (3.0 - 2.0 * f);
- let n0 = hash_2f(i + vec2<f32>(0.0, 0.0));
- let n1 = hash_2f(i + vec2<f32>(1.0, 0.0));
- let n2 = hash_2f(i + vec2<f32>(0.0, 1.0));
- let n3 = hash_2f(i + vec2<f32>(1.0, 1.0));
+ let n0 = hash_2f(i + vec2f(0.0, 0.0));
+ let n1 = hash_2f(i + vec2f(1.0, 0.0));
+ let n2 = hash_2f(i + vec2f(0.0, 1.0));
+ let n3 = hash_2f(i + vec2f(1.0, 1.0));
let ix0 = mix(n0, n1, u.x);
let ix1 = mix(n2, n3, u.x);
return mix(ix0, ix1, u.y);
}
// Value Noise: 3D
-fn noise_3d(p: vec3<f32>) -> f32 {
+fn noise_3d(p: vec3f) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (3.0 - 2.0 * f);
- let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0));
- let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0));
- let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0));
- let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0));
- let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0));
- let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0));
- let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0));
- let n111 = hash_3f(i + vec3<f32>(1.0, 1.0, 1.0));
+ let n000 = hash_3f(i + vec3f(0.0, 0.0, 0.0));
+ let n100 = hash_3f(i + vec3f(1.0, 0.0, 0.0));
+ let n010 = hash_3f(i + vec3f(0.0, 1.0, 0.0));
+ let n110 = hash_3f(i + vec3f(1.0, 1.0, 0.0));
+ let n001 = hash_3f(i + vec3f(0.0, 0.0, 1.0));
+ let n101 = hash_3f(i + vec3f(1.0, 0.0, 1.0));
+ let n011 = hash_3f(i + vec3f(0.0, 1.0, 1.0));
+ let n111 = hash_3f(i + vec3f(1.0, 1.0, 1.0));
let ix00 = mix(n000, n100, u.x);
let ix10 = mix(n010, n110, u.x);
let ix01 = mix(n001, n101, u.x);
@@ -113,13 +113,13 @@ fn noise_3d(p: vec3<f32>) -> f32 {
// Gyroid function (periodic triply-orthogonal minimal surface)
// Useful for procedural patterns and cellular structures
-fn gyroid(p: vec3<f32>) -> f32 {
+fn gyroid(p: vec3f) -> f32 {
return abs(0.04 + dot(sin(p), cos(p.zxy)));
}
// Fractional Brownian Motion (FBM) 2D
// Multi-octave noise for natural-looking variation
-fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 {
+fn fbm_2d(p: vec2f, octaves: i32) -> f32 {
var value = 0.0;
var amplitude = 0.5;
var frequency = 1.0;
@@ -133,7 +133,7 @@ fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 {
}
// Fractional Brownian Motion (FBM) 3D
-fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32 {
+fn fbm_3d(p: vec3f, octaves: i32) -> f32 {
var value = 0.0;
var amplitude = 0.5;
var frequency = 1.0;
diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl
index 4dcfdd6..2dfae3e 100644
--- a/common/shaders/math/sdf_shapes.wgsl
+++ b/common/shaders/math/sdf_shapes.wgsl
@@ -1,30 +1,30 @@
// 3D SDF primitives
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
+fn sdSphere(p: vec3f, r: f32) -> f32 {
return length(p) - r;
}
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
+fn sdBox(p: vec3f, b: vec3f) -> 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);
+ return length(max(q, vec3f(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);
+fn sdTorus(p: vec3f, t: vec2f) -> f32 {
+ let q = vec2f(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
+fn sdPlane(p: vec3f, n: vec3f, h: f32) -> f32 {
return dot(p, n) + h;
}
// 2D SDF primitives
-fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 {
+fn sdBox2D(p: vec2f, b: vec2f) -> f32 {
let d = abs(p) - b;
- return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0);
+ return length(max(d, vec2f(0.0))) + min(max(d.x, d.y), 0.0);
}
// Approximate
-fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
+fn sdEllipse(p: vec2f, ab: vec2f) -> f32 {
let d = length(p / ab);
return length(p) * (1.0 - 1.0 / d);
}
diff --git a/common/shaders/math/sdf_utils.wgsl b/common/shaders/math/sdf_utils.wgsl
index 660a4ce..5a77c7e 100644
--- a/common/shaders/math/sdf_utils.wgsl
+++ b/common/shaders/math/sdf_utils.wgsl
@@ -1,8 +1,8 @@
-fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f {
let obj_type = obj_params.x;
if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
+ let e = vec2f(0.001, 0.0);
+ return normalize(vec3f(
get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params),
get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params),
get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params)
@@ -12,11 +12,11 @@ fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
// Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6).
// Slightly less accurate than central differences but faster.
// Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1).
-fn get_normal_fast(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+fn get_normal_fast(p: vec3f, obj_params: vec4f) -> vec3f {
let obj_type = obj_params.x;
if (obj_type == 1.0) { return normalize(p); }
let eps = 0.0001;
- let k = vec2<f32>(1.0, -1.0);
+ let k = vec2f(1.0, -1.0);
return normalize(
k.xyy * get_dist(p + k.xyy * eps, obj_params) +
k.yyx * get_dist(p + k.yyx * eps, obj_params) +
@@ -29,13 +29,13 @@ fn get_normal_fast(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
// High quality, suitable for detailed surfaces with displacement mapping.
// Note: Requires spherical_uv() function and get_dist() to be available in calling context.
fn get_normal_bump(
- p: vec3<f32>,
- obj_params: vec4<f32>,
+ p: vec3f,
+ obj_params: vec4f,
noise_tex: texture_2d<f32>,
noise_sampler: sampler,
disp_strength: f32
-) -> vec3<f32> {
- let e = vec2<f32>(0.005, 0.0);
+) -> vec3f {
+ let e = vec2f(0.005, 0.0);
let q_x1 = p + e.xyy;
let uv_x1 = spherical_uv(q_x1);
@@ -67,21 +67,21 @@ fn get_normal_bump(
let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
let d_z2 = get_dist(q_z2, obj_params) - disp_strength * h_z2;
- return normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
+ return normalize(vec3f(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
}
// Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6).
// 33% faster than get_normal_bump(), slightly less accurate.
// Suitable for real-time rendering with displacement mapping.
fn get_normal_bump_fast(
- p: vec3<f32>,
- obj_params: vec4<f32>,
+ p: vec3f,
+ obj_params: vec4f,
noise_tex: texture_2d<f32>,
noise_sampler: sampler,
disp_strength: f32
-) -> vec3<f32> {
+) -> vec3f {
let eps = 0.0005;
- let k = vec2<f32>(1.0, -1.0);
+ let k = vec2f(1.0, -1.0);
let q1 = p + k.xyy * eps;
let uv1 = spherical_uv(q1);
@@ -107,9 +107,9 @@ fn get_normal_bump_fast(
}
// Distance to an Axis-Aligned Bounding Box
-fn aabb_sdf(p: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> f32 {
+fn aabb_sdf(p: vec3f, min_p: vec3f, max_p: vec3f) -> f32 {
let center = (min_p + max_p) * 0.5;
let extent = (max_p - min_p) * 0.5;
let q = abs(p - center) - extent;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+ return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
}
diff --git a/common/shaders/math/utils.wgsl b/common/shaders/math/utils.wgsl
index 85f0bdf..c75cb66 100644
--- a/common/shaders/math/utils.wgsl
+++ b/common/shaders/math/utils.wgsl
@@ -1,10 +1,10 @@
// General-purpose math utility functions.
// Returns a 2x2 rotation matrix.
-fn rot(a: f32) -> mat2x2<f32> {
+fn rot(a: f32) -> mat2x2f {
let c = cos(a);
let s = sin(a);
- return mat2x2<f32>(c, s, -s, c);
+ return mat2x2f(c, s, -s, c);
}
// Fast approximation of tanh.