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// G-buffer channel visualization — 4×5 grid of 20 feature channels.
// Takes feat_tex0 (rgba32uint, ch 0-7 f16) and feat_tex1 (rgba32uint, ch 8-19 unorm8).
// Outputs tiled channel view to a standard rgba8unorm render target.
//
// Channel layout (row×col):
// Row 0: ch0(alb.r) ch1(alb.g) ch2(alb.b) ch3(nrm.x)
// Row 1: ch4(nrm.y) ch5(depth) ch6(dzdx) ch7(dzdy)
// Row 2: ch8(matid) ch9(prv.r) ch10(prv.g) ch11(prv.b)
// Row 3: ch12(m1.r) ch13(m1.g) ch14(m1.b) ch15(m2.r)
// Row 4: ch16(m2.g) ch17(m2.b) ch18(shdw) ch19(trns)
struct GBufViewUniforms { resolution: vec2f }
@group(0) @binding(0) var feat0: texture_2d<u32>;
@group(0) @binding(1) var feat1: texture_2d<u32>;
@group(0) @binding(2) var<uniform> u: GBufViewUniforms;
@vertex
fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4f {
var corners = array<vec2f, 3>(
vec2f(-1.0, -1.0), vec2f(3.0, -1.0), vec2f(-1.0, 3.0));
return vec4f(corners[vid], 0.0, 1.0);
}
@fragment
fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
let uv = pos.xy / u.resolution;
let COLS = 4.0;
let ROWS = 5.0;
let col = u32(uv.x * COLS);
let row = u32(uv.y * ROWS);
let ch = row * 4u + col;
if (col >= 4u || ch >= 20u) {
return vec4f(0.05, 0.05, 0.05, 1.0);
}
// 1-pixel grid lines (thin border per cell)
let lx = fract(uv.x * COLS);
let ly = fract(uv.y * ROWS);
if (lx < 0.005 || lx > 0.995 || ly < 0.005 || ly > 0.995) {
return vec4f(0.25, 0.25, 0.25, 1.0);
}
// Map local UV to texel coordinate
let dim = vec2i(textureDimensions(feat0));
let tc = clamp(vec2i(vec2f(lx, ly) * vec2f(dim)), vec2i(0), dim - vec2i(1));
var v: f32 = 0.0;
if (ch < 8u) {
// feat0: 4 × pack2x16float — each u32 component holds two f16 values
let t = textureLoad(feat0, tc, 0);
let pair_idx = ch >> 1u;
let sub = ch & 1u;
var p: vec2f;
if (pair_idx == 0u) { p = unpack2x16float(t.x); }
else if (pair_idx == 1u) { p = unpack2x16float(t.y); }
else if (pair_idx == 2u) { p = unpack2x16float(t.z); }
else { p = unpack2x16float(t.w); }
v = select(p.y, p.x, sub == 0u);
} else {
// feat1: 3 × pack4x8unorm — components .x/.y/.z hold 4 u8 values each
let t = textureLoad(feat1, tc, 0);
let ch1 = ch - 8u;
let comp_idx = ch1 / 4u;
let sub = ch1 % 4u;
var bytes: vec4f;
if (comp_idx == 0u) { bytes = unpack4x8unorm(t.x); }
else if (comp_idx == 1u) { bytes = unpack4x8unorm(t.y); }
else { bytes = unpack4x8unorm(t.z); }
var ba = array<f32, 4>(bytes.x, bytes.y, bytes.z, bytes.w);
v = ba[sub];
}
// Channel-specific normalization for display clarity
var disp: f32;
if (ch <= 2u) {
// Albedo: already [0,1]
disp = clamp(v, 0.0, 1.0);
} else if (ch == 3u || ch == 4u) {
// Normals oct-encoded in [-1,1] → remap to [0,1]
disp = clamp(v * 0.5 + 0.5, 0.0, 1.0);
} else if (ch == 5u) {
// Depth [0,1]: invert so near=white, far=dark
disp = clamp(1.0 - v, 0.0, 1.0);
} else if (ch == 6u || ch == 7u) {
// Depth gradients (signed, small values): amplify × 20 + 0.5 for visibility
disp = clamp(v * 20.0 + 0.5, 0.0, 1.0);
} else {
// Everything else: clamp to [0,1]
disp = clamp(v, 0.0, 1.0);
}
// Albedo channels: tint for identification (ch0=red, ch1=green, ch2=blue)
if (ch == 0u) { return vec4f(disp, 0.0, 0.0, 1.0); }
else if (ch == 1u) { return vec4f(0.0, disp, 0.0, 1.0); }
else if (ch == 2u) { return vec4f(0.0, 0.0, disp, 1.0); }
return vec4f(disp, disp, disp, 1.0);
}
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