diff options
Diffstat (limited to 'src/gpu/effects')
| -rw-r--r-- | src/gpu/effects/shaders.cc | 484 |
1 files changed, 29 insertions, 455 deletions
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);
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