// This file is part of the 64k demo project. // It defines WGSL shader code for various effects. #include "../demo_effects.h" #include "gpu/effects/shader_composer.h" void InitShaderComposer() { auto& sc = ShaderComposer::Get(); sc.RegisterSnippet("common_uniforms", R"( struct GlobalUniforms { view_proj: mat4x4, camera_pos_time: vec4, params: vec4, }; struct ObjectData { model: mat4x4, inv_model: mat4x4, color: vec4, params: vec4, }; struct ObjectsBuffer { objects: array, }; )"); sc.RegisterSnippet("sdf_primitives", R"( fn sdSphere(p: vec3, r: f32) -> f32 { return length(p) - r; } fn sdBox(p: vec3, b: vec3) -> f32 { let q = abs(p) - b; return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } fn sdTorus(p: vec3, t: vec2) -> f32 { let q = vec2(length(p.xz) - t.x, p.y); return length(q) - t.y; } fn sdPlane(p: vec3, n: vec3, h: f32) -> f32 { return dot(p, n) + h; } )"); sc.RegisterSnippet("lighting", R"( fn get_normal_basic(p: vec3, obj_type: f32) -> vec3 { if (obj_type == 1.0) { return normalize(p); } let e = vec2(0.001, 0.0); return normalize(vec3( 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, rd: vec3, 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, rd: vec3, extent: vec3) -> 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 uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { 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(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(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0); } @fragment fn fs_main() -> @location(0) vec4 { 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(r + boost, g + boost, b + boost, 1.0); })"; const char* particle_compute_wgsl = R"( struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var uniforms: Uniforms; @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3) { 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(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, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var uniforms: Uniforms; struct VSOut { @builtin(position) pos: vec4, @location(0) color: vec4, }; @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, 6>( vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(-1, 1), vec2(1, -1), vec2(1, 1) ); let offset = offsets[vi]; let c = cos(p.rot.x); let s = sin(p.rot.x); let rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c); let pos = vec2(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); return VSOut(vec4(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak)); } @fragment fn fs_main(@location(0) color: vec4) -> @location(0) vec4 { return color; } )"; const char* passthrough_shader_wgsl = R"( @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1, -1), vec2(3, -1), vec2(-1, 3) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { 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, }; @group(0) @binding(0) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0) ); return vec4(pos[i], 0.0, 1.0); } fn sdEllipse(p: vec2, ab: vec2) -> f32 { var p_abs = abs(p); if (p_abs.x > p_abs.y) { p_abs = vec2(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(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) -> @location(0) vec4 { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; let movement = vec2(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); let d = sdEllipse((uv * vec2(uniforms.aspect_ratio, 1.0)) - movement, vec2(0.5, 0.3) * (1.0 + uniforms.beat * 0.2)); return mix(vec4(0.2, 0.8, 0.4, 1.0), vec4(0.0), smoothstep(0.0, 0.01, d)); })"; const char* particle_spray_compute_wgsl = R"( struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { intensity: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var 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) { 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(0.0, 0.0, 0.0, 1.0); p.vel = vec4(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0); p.color = vec4(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(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; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1, -1), vec2(3, -1), vec2(-1, 3) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; var res = vec4(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(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; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1, -1), vec2(3, -1), vec2(-1, 3) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { 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; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1, -1), vec2(3, -1), vec2(-1, 3) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { 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(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; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1, -1), vec2(3, -1), vec2(-1, 3) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; let off = 0.02 * uniforms.intensity; let r = textureSample(txt, smplr, uv + vec2(off, 0.0)).r; let g = textureSample(txt, smplr, uv).g; let b = textureSample(txt, smplr, uv - vec2(off, 0.0)).b; return vec4(r, g, b, 1.0); })";