aboutsummaryrefslogtreecommitdiff
path: root/assets/shaders/Geodesic.slang
diff options
context:
space:
mode:
authorhachem <im@hachem.wtf>2026-08-20 02:27:02 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:40:07 +0200
commit5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch)
tree34db1df17e8c7248aeeb92156d635d31c2484e3f /assets/shaders/Geodesic.slang
parente3abaaf59777258ba06705135a0cafcb5918ad12 (diff)
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'assets/shaders/Geodesic.slang')
-rw-r--r--assets/shaders/Geodesic.slang490
1 files changed, 490 insertions, 0 deletions
diff --git a/assets/shaders/Geodesic.slang b/assets/shaders/Geodesic.slang
new file mode 100644
index 0000000..9490f21
--- /dev/null
+++ b/assets/shaders/Geodesic.slang
@@ -0,0 +1,490 @@
+struct VSInput { float2 position : POSITION; float2 texCoord : TEXCOORD0; };
+struct VSOutput { float4 position : SV_Position; float2 texCoord : TEXCOORD0; };
+
+[shader("vertex")]
+VSOutput vertexMain(VSInput input)
+{
+ VSOutput output;
+ output.position = float4(input.position, 0.0, 1.0);
+ output.texCoord = input.texCoord;
+ return output;
+}
+
+struct Camera
+{
+ float3 camPos; float _pad0;
+ float3 camRight; float _pad1;
+ float3 camUp; float _pad2;
+ float3 camForward; float _pad3;
+ float tanHalfFov;
+ float aspect;
+ bool moving;
+ int _pad4;
+};
+ConstantBuffer<Camera> cam;
+
+struct Disk
+{
+ float disk_r1;
+ float disk_r2;
+ float disk_num;
+ float thickness;
+ float disk_density;
+};
+ConstantBuffer<Disk> disk;
+
+struct Objects
+{
+ int numObjects;
+ float4 objPosRadius[16];
+ float4 objColor[16];
+ float mass[16];
+};
+ConstantBuffer<Objects> obj;
+
+struct Simulation
+{
+ int maxStepsMoving;
+ int maxStepsStatic;
+ float earlyExitDistance;
+ float time;
+};
+ConstantBuffer<Simulation> sim;
+
+SamplerCube u_HDRIEnvironment;
+
+static const float SagA_rs = 1.269e10;
+static const float D_LAMBDA = 1e7;
+static const float ESCAPE_R = 1e30;
+
+static const int DEFAULT_MAX_STEPS_MOVING = 12000;
+static const int DEFAULT_MAX_STEPS_STATIC = 8000;
+static const float DEFAULT_EARLY_EXIT_DISTANCE = 2e12;
+
+static const float MIN_STEP_SIZE = 1e6;
+static const float MAX_STEP_SIZE = 5e7;
+
+struct Hit
+{
+ float4 objectColor;
+ float3 hitCenter;
+ float hitRadius;
+};
+
+float3 SampleHDRI(float3 direction)
+{
+ return u_HDRIEnvironment.Sample(direction).rgb;
+}
+
+float hash(float p)
+{
+ p = frac(p * 0.1031);
+ p *= p + 33.33;
+ p *= p + p;
+ return frac(p);
+}
+
+float hash(float2 p)
+{
+ float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
+ p3 += dot(p3, p3.yzx + 33.33);
+ return frac((p3.x + p3.y) * p3.z);
+}
+
+float hash(float3 p)
+{
+ p = frac(p * float3(0.1031, 0.1030, 0.0973));
+ p += dot(p, p.yxz + 33.33);
+ return frac((p.x + p.y) * p.z);
+}
+
+float noise(float3 x)
+{
+ float3 i = floor(x);
+ float3 fr = frac(x);
+
+ float3 u = fr * fr * (3.0 - 2.0 * fr);
+
+ float a = hash(i);
+ float b = hash(i + float3(1.0, 0.0, 0.0));
+ float c = hash(i + float3(0.0, 1.0, 0.0));
+ float d = hash(i + float3(1.0, 1.0, 0.0));
+ float e = hash(i + float3(0.0, 0.0, 1.0));
+ float f = hash(i + float3(1.0, 0.0, 1.0));
+ float g = hash(i + float3(0.0, 1.0, 1.0));
+ float h = hash(i + float3(1.0, 1.0, 1.0));
+
+ return lerp(lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y),
+ lerp(lerp(e, f, u.x), lerp(g, h, u.x), u.y), u.z);
+}
+
+float fbm(float3 x, int octaves)
+{
+ float v = 0.0;
+ float a = 0.5;
+ float f = 1.0;
+ float3 shift = float3(100, 200, 300);
+
+ for (int i = 0; i < octaves; ++i)
+ {
+ v += a * noise(x * f);
+ x = x * 2.0 + shift;
+ a *= 0.5;
+ f *= 2.0;
+ }
+ return v;
+}
+
+float GetCloudDensity(float3 pos)
+{
+ float r_cyl = length(float2(pos.x, pos.z));
+ float r_norm = (r_cyl - disk.disk_r1) / (disk.disk_r2 - disk.disk_r1);
+
+ if (r_norm < 0.0 || r_norm > 1.0)
+ return 0.0;
+
+ float h_norm = abs(pos.y) / disk.thickness;
+ float vertical_falloff = exp(-h_norm * h_norm * 3.0);
+ float radial_density = 1.0 - r_norm * 0.5;
+
+ float keplerian_speed = 1.0 / sqrt(r_norm + 0.1);
+
+ float rotation_angle = sim.time * keplerian_speed * 0.5;
+ float3 rotated_pos = float3(
+ pos.x * cos(rotation_angle) - pos.z * sin(rotation_angle),
+ pos.y,
+ pos.x * sin(rotation_angle) + pos.z * cos(rotation_angle)
+ ) * 1e-10;
+
+ float large_turbulence = fbm(rotated_pos * 1.2, 5);
+ float medium_wisps = fbm(rotated_pos * 2.5, 4);
+ float small_detail = fbm(rotated_pos * 6.0, 3);
+ float fine_detail = fbm(rotated_pos * 10.0, 2);
+
+ float noise_mask = large_turbulence * 0.4 +
+ medium_wisps * 0.3 +
+ small_detail * 0.2 +
+ fine_detail * 0.1;
+
+ noise_mask = smoothstep(0.25, 0.75, noise_mask);
+
+ float angle = atan2(pos.z, pos.x);
+ float rotated_angle = angle + sim.time * 0.5;
+
+ float spiral_arms = sin(rotated_angle * 3.0 + r_norm * 15.0) * 0.15 + 0.85;
+
+ float orbital_angle = angle + sim.time * keplerian_speed * 0.8;
+ float orbital_pattern = sin(orbital_angle * 2.0 + r_norm * 8.0) * 0.2 + 0.8;
+
+ float density = vertical_falloff * radial_density * noise_mask * spiral_arms * orbital_pattern;
+ return density * disk.disk_density;
+}
+
+struct Ray
+{
+ float x, y, z;
+ float r, theta, phi;
+ float dr, dtheta, dphi;
+ float E, L;
+};
+
+Ray InitRay(float3 pos, float3 dir)
+{
+ Ray ray;
+ ray.x = pos.x;
+ ray.y = pos.y;
+ ray.z = pos.z;
+ ray.r = length(pos);
+ ray.theta = acos(pos.z / ray.r);
+ ray.phi = atan2(pos.y, pos.x);
+
+ float dx = dir.x;
+ float dy = dir.y;
+ float dz = dir.z;
+
+ ray.dr = sin(ray.theta)*cos(ray.phi)*dx +
+ sin(ray.theta)*sin(ray.phi)*dy +
+ cos(ray.theta)*dz;
+
+ ray.dtheta = (cos(ray.theta)*cos(ray.phi)*dx +
+ cos(ray.theta)*sin(ray.phi)*dy -
+ sin(ray.theta)*dz) / ray.r;
+
+ ray.dphi = (-sin(ray.phi)*dx + cos(ray.phi)*dy) /
+ (ray.r * sin(ray.theta));
+
+ ray.L = ray.r * ray.r * sin(ray.theta) * ray.dphi;
+ float f = 1.0 - SagA_rs / ray.r;
+ float dt_dL = sqrt((ray.dr*ray.dr)/f +
+ ray.r*ray.r*(ray.dtheta*ray.dtheta +
+ sin(ray.theta)*sin(ray.theta)*
+ ray.dphi*ray.dphi));
+ ray.E = f * dt_dL;
+
+ return ray;
+}
+
+bool Intercept(Ray ray, float rs)
+{
+ return ray.r <= rs;
+}
+
+bool InterceptObject(Ray ray, inout Hit hit)
+{
+ float3 P = float3(ray.x, ray.y, ray.z);
+
+ for (int i = 0; i < obj.numObjects; ++i)
+ {
+ float3 center = obj.objPosRadius[i].xyz;
+ float radius = obj.objPosRadius[i].w;
+
+ float distSq = dot(P - center, P - center);
+ if (distSq > radius * radius * 4.0)
+ continue;
+
+ if (distSq <= radius * radius)
+ {
+ hit.objectColor = obj.objColor[i];
+ hit.hitCenter = center;
+ hit.hitRadius = radius;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void GeodesicRHS(Ray ray, out float3 d1, out float3 d2)
+{
+ float r = ray.r;
+ float theta = ray.theta;
+ float dr = ray.dr;
+ float dtheta = ray.dtheta;
+ float dphi = ray.dphi;
+ float f = 1.0 - SagA_rs / r;
+ float dt_dL = ray.E / f;
+
+ d1 = float3(dr, dtheta, dphi);
+ d2.x = - (SagA_rs / (2.0 * r*r)) * f * dt_dL * dt_dL
+ + (SagA_rs / (2.0 * r*r * f)) * dr * dr
+ + r * (dtheta*dtheta + sin(theta)*sin(theta)*dphi*dphi);
+ d2.y = -2.0*dr*dtheta/r + sin(theta)*cos(theta)*dphi*dphi;
+ d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi;
+}
+
+void RK4Step(inout Ray ray, float dL)
+{
+ float3 k1a, k1b;
+ GeodesicRHS(ray, k1a, k1b);
+
+ ray.r += dL * k1a.x;
+ ray.theta += dL * k1a.y;
+ ray.phi += dL * k1a.z;
+ ray.dr += dL * k1b.x;
+ ray.dtheta += dL * k1b.y;
+ ray.dphi += dL * k1b.z;
+
+ ray.x = ray.r * sin(ray.theta) * cos(ray.phi);
+ ray.y = ray.r * sin(ray.theta) * sin(ray.phi);
+ ray.z = ray.r * cos(ray.theta);
+}
+
+bool IsInDiskVolume(float3 pos)
+{
+ float r_cyl = length(float2(pos.x, pos.z));
+ return (r_cyl >= disk.disk_r1 && r_cyl <= disk.disk_r2 && abs(pos.y) <= disk.thickness);
+}
+
+float4 SampleDiskColor(float3 pos)
+{
+ float r_cyl = length(float2(pos.x, pos.z));
+ float r_norm = (r_cyl - disk.disk_r1) / (disk.disk_r2 - disk.disk_r1);
+
+ float3 innerColor = float3(1.0, 0.9, 0.5);
+ float3 midColor = float3(1.0, 0.6, 0.2);
+ float3 outerColor = float3(0.9, 0.3, 0.1);
+
+ float3 baseColor;
+ if (r_norm < 0.5)
+ baseColor = lerp(innerColor, midColor, r_norm * 2.0);
+ else
+ baseColor = lerp(midColor, outerColor, (r_norm - 0.5) * 2.0);
+
+ float r_norm_rot = (r_cyl - disk.disk_r1) / (disk.disk_r2 - disk.disk_r1);
+ float keplerian_speed = 1.0 / sqrt(r_norm_rot + 0.1);
+
+ float color_rotation_angle = sim.time * keplerian_speed * 0.3;
+ float3 rotated_color_pos = float3(
+ pos.x * cos(color_rotation_angle) - pos.z * sin(color_rotation_angle),
+ pos.y,
+ pos.x * sin(color_rotation_angle) + pos.z * cos(color_rotation_angle)
+ ) * 1e-10;
+
+ float large_color = fbm(rotated_color_pos * 1.8, 4);
+ float medium_color = fbm(rotated_color_pos * 4.0, 3);
+ float small_color = fbm(rotated_color_pos * 8.0, 2);
+ float colorVariation = (large_color * 0.5 + medium_color * 0.3 + small_color * 0.2) * 0.6;
+ baseColor = baseColor * (1.0 + colorVariation);
+
+ float density = GetCloudDensity(pos);
+
+ float brightness_rotation_angle = sim.time * keplerian_speed * 0.7;
+ float3 rotated_brightness_pos = float3(
+ pos.x * cos(brightness_rotation_angle) - pos.z * sin(brightness_rotation_angle),
+ pos.y,
+ pos.x * sin(brightness_rotation_angle) + pos.z * cos(brightness_rotation_angle)
+ ) * 1e-10;
+
+ float brightness_large = fbm(rotated_brightness_pos * 3.0, 3);
+ float brightness_medium = fbm(rotated_brightness_pos * 5.0, 2);
+ float brightness_small = fbm(rotated_brightness_pos * 7.0, 2);
+ float brightness_noise = (brightness_large * 0.6 + brightness_medium * 0.3 + brightness_small * 0.1);
+
+ float baseBrightness = 1.0 + density * 1.5;
+ float glowBrightness = brightness_noise * 0.8;
+ float brightness = baseBrightness + glowBrightness;
+
+ return float4(baseColor * brightness, density);
+}
+
+float CalculateAdaptiveStepSize(Ray ray, float baseStepSize)
+{
+ float r_factor = clamp(ray.r / (SagA_rs * 10.0), 0.1, 1.0);
+ float curvature = length(float3(ray.dr, ray.dtheta * ray.r, ray.dphi * ray.r * sin(ray.theta)));
+ float curvature_factor = clamp(1e12 / (curvature + 1e6), 0.1, 2.0);
+
+ return clamp(baseStepSize * r_factor * curvature_factor, MIN_STEP_SIZE, MAX_STEP_SIZE);
+}
+
+[shader("fragment")]
+float4 fragmentMain(VSOutput input) : SV_Target
+{
+ float u = (2.0 * input.texCoord.x - 1.0) * cam.aspect * cam.tanHalfFov;
+ float v = (1.0 - 2.0 * input.texCoord.y) * cam.tanHalfFov;
+ float3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward);
+ Ray ray = InitRay(cam.camPos, dir);
+
+ float4 color = float4(0.0, 0.0, 0.0, 0.0);
+
+ bool hitBlackHole = false;
+ bool hitObject = false;
+
+ Hit hit;
+ hit.objectColor = float4(0.0, 0.0, 0.0, 0.0);
+ hit.hitCenter = float3(0.0, 0.0, 0.0);
+ hit.hitRadius = 0.0;
+
+ float4 accumulatedColor = float4(0.0, 0.0, 0.0, 0.0);
+ float transmittance = 1.0;
+
+ int maxSteps = cam.moving ? sim.maxStepsMoving : sim.maxStepsStatic;
+
+ if (maxSteps <= 0)
+ maxSteps = cam.moving ? DEFAULT_MAX_STEPS_MOVING : DEFAULT_MAX_STEPS_STATIC;
+
+ float cameraDistance = length(cam.camPos);
+ if (cameraDistance > 2e12)
+ maxSteps = maxSteps / 2;
+ else if (cameraDistance > 1e12)
+ maxSteps = int(maxSteps * 0.75);
+
+ float initialEscapeVelocity = sqrt(2.0 * SagA_rs / ray.r);
+ if (ray.dr > initialEscapeVelocity * 0.95 &&
+ ray.r > SagA_rs * 200.0)
+ maxSteps = maxSteps / 2;
+
+ float lambda = 0.0;
+ int objectCheckInterval = 5;
+
+ for (int i = 0; i < maxSteps; ++i)
+ {
+ float exitDistance = sim.earlyExitDistance > 0.0 ? sim.earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE;
+ if (ray.r > exitDistance)
+ break;
+ if (ray.r > ESCAPE_R)
+ break;
+
+ if (Intercept(ray, SagA_rs))
+ {
+ hitBlackHole = true;
+ break;
+ }
+
+ float currentStepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA);
+
+ RK4Step(ray, currentStepSize);
+ lambda += currentStepSize;
+
+ float3 newPos = float3(ray.x, ray.y, ray.z);
+
+ if (IsInDiskVolume(newPos))
+ {
+ float4 diskSample = SampleDiskColor(newPos);
+ float density = diskSample.a;
+ float3 diskColor = diskSample.rgb;
+
+ float stepLength = currentStepSize * 1e-8;
+
+ float absorption = density * stepLength * 0.8;
+ float scattering = density * stepLength * 1.5;
+ float extinction = absorption + scattering;
+
+ float stepTransmittance = exp(-extinction);
+
+ float3 emission = diskColor * density * stepLength * 4.0 * sqrt(disk.disk_density);
+
+ float3 glowColor = lerp(diskColor, float3(1.0, 0.8, 0.6), 0.3);
+ float glowIntensity = density * stepLength * 2.0;
+ float3 atmosphericGlow = glowColor * glowIntensity * 0.8;
+
+ float3 totalEmission = emission + atmosphericGlow;
+ accumulatedColor.rgb += totalEmission * transmittance;
+
+ transmittance *= stepTransmittance;
+
+ if (transmittance < 0.01)
+ {
+ accumulatedColor.a = 1.0 - transmittance;
+ break;
+ }
+ }
+
+ if (i % objectCheckInterval == 0 && InterceptObject(ray, hit))
+ {
+ hitObject = true;
+ break;
+ }
+
+ if (ray.dr > 0.0 && ray.r > SagA_rs * 100.0 && lambda > 2e8)
+ break;
+ }
+
+ accumulatedColor.a = 1.0 - transmittance;
+
+ if (hitBlackHole)
+ {
+ color = float4(0.0, 0.0, 0.0, 1.0);
+ }
+ else if (hitObject)
+ {
+ float3 P = float3(ray.x, ray.y, ray.z);
+ float3 N = normalize(P - hit.hitCenter);
+ float3 V = normalize(cam.camPos - P);
+
+ float ambient = 0.1;
+ float diff = max(dot(N, V), 0.0);
+ float intensity = ambient + (1.0 - ambient) * diff;
+ float3 shaded = hit.objectColor.rgb * intensity;
+
+ color = float4(shaded, hit.objectColor.a);
+ color = lerp(accumulatedColor, color, color.a);
+ }
+ else
+ {
+ float3 rayDirection = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos);
+ float3 hdriColor = SampleHDRI(rayDirection);
+ color = float4(lerp(accumulatedColor.rgb, hdriColor, 1.0 - accumulatedColor.a), 1.0);
+ }
+
+ return color;
+}