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-rw-r--r--src/gpu/effects/shaders.cc484
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); \ No newline at end of file