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diff --git a/Assets/Fonts/Inter/Inter-Italic-VariableFont_opsz,wght.ttf b/Assets/Fonts/Inter/Inter-Italic-VariableFont_opsz,wght.ttf Binary files differdeleted file mode 100644 index 43ed4f5..0000000 --- a/Assets/Fonts/Inter/Inter-Italic-VariableFont_opsz,wght.ttf +++ /dev/null diff --git a/Assets/Fonts/Inter/Inter-VariableFont_opsz,wght.ttf b/Assets/Fonts/Inter/Inter-VariableFont_opsz,wght.ttf Binary files differdeleted file mode 100644 index e31b51e..0000000 --- a/Assets/Fonts/Inter/Inter-VariableFont_opsz,wght.ttf +++ /dev/null diff --git a/Assets/Fonts/Inter/OFL.txt b/Assets/Fonts/Inter/OFL.txt deleted file mode 100644 index 63db4fa..0000000 --- a/Assets/Fonts/Inter/OFL.txt +++ /dev/null @@ -1,93 +0,0 @@ -Copyright 2020 The Inter Project Authors (https://github.com/rsms/inter) - -This Font Software is licensed under the SIL Open Font License, Version 1.1. -This license is copied below, and is also available with a FAQ at: -https://openfontlicense.org - - ------------------------------------------------------------ -SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 ------------------------------------------------------------ - -PREAMBLE -The goals of the Open Font License (OFL) are to stimulate worldwide -development of collaborative font projects, to support the font creation -efforts of academic and linguistic communities, and to provide a free and -open framework in which fonts may be shared and improved in partnership -with others. - -The OFL allows the licensed fonts to be used, studied, modified and -redistributed freely as long as they are not sold by themselves. The -fonts, including any derivative works, can be bundled, embedded, -redistributed and/or sold with any software provided that any reserved -names are not used by derivative works. The fonts and derivatives, -however, cannot be released under any other type of license. The -requirement for fonts to remain under this license does not apply -to any document created using the fonts or their derivatives. - -DEFINITIONS -"Font Software" refers to the set of files released by the Copyright -Holder(s) under this license and clearly marked as such. This may -include source files, build scripts and documentation. - -"Reserved Font Name" refers to any names specified as such after the -copyright statement(s). - -"Original Version" refers to the collection of Font Software components as -distributed by the Copyright Holder(s). - -"Modified Version" refers to any derivative made by adding to, deleting, -or substituting -- in part or in whole -- any of the components of the -Original Version, by changing formats or by porting the Font Software to a -new environment. - -"Author" refers to any designer, engineer, programmer, technical -writer or other person who contributed to the Font Software. - -PERMISSION & CONDITIONS -Permission is hereby granted, free of charge, to any person obtaining -a copy of the Font Software, to use, study, copy, merge, embed, modify, -redistribute, and sell modified and unmodified copies of the Font -Software, subject to the following conditions: - -1) Neither the Font Software nor any of its individual components, -in Original or Modified Versions, may be sold by itself. - -2) Original or Modified Versions of the Font Software may be bundled, -redistributed and/or sold with any software, provided that each copy -contains the above copyright notice and this license. These can be -included either as stand-alone text files, human-readable headers or -in the appropriate machine-readable metadata fields within text or -binary files as long as those fields can be easily viewed by the user. - -3) No Modified Version of the Font Software may use the Reserved Font -Name(s) unless explicit written permission is granted by the corresponding -Copyright Holder. This restriction only applies to the primary font name as -presented to the users. - -4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font -Software shall not be used to promote, endorse or advertise any -Modified Version, except to acknowledge the contribution(s) of the -Copyright Holder(s) and the Author(s) or with their explicit written -permission. - -5) The Font Software, modified or unmodified, in part or in whole, -must be distributed entirely under this license, and must not be -distributed under any other license. The requirement for fonts to -remain under this license does not apply to any document created -using the Font Software. - -TERMINATION -This license becomes null and void if any of the above conditions are -not met. - -DISCLAIMER -THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT -OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE -COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL -DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM -OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/Assets/Fonts/Inter/README.txt b/Assets/Fonts/Inter/README.txt deleted file mode 100644 index f7a47e8..0000000 --- a/Assets/Fonts/Inter/README.txt +++ /dev/null @@ -1,118 +0,0 @@ -Inter Variable Font -=================== - -This download contains Inter as both variable fonts and static fonts. - -Inter is a variable font with these axes: - opsz - wght - -This means all the styles are contained in these files: - Inter-VariableFont_opsz,wght.ttf - Inter-Italic-VariableFont_opsz,wght.ttf - -If your app fully supports variable fonts, you can now pick intermediate styles -that aren’t available as static fonts. Not all apps support variable fonts, and -in those cases you can use the static font files for Inter: - static/Inter_18pt-Thin.ttf - static/Inter_18pt-ExtraLight.ttf - static/Inter_18pt-Light.ttf - static/Inter_18pt-Regular.ttf - static/Inter_18pt-Medium.ttf - static/Inter_18pt-SemiBold.ttf - static/Inter_18pt-Bold.ttf - static/Inter_18pt-ExtraBold.ttf - static/Inter_18pt-Black.ttf - static/Inter_24pt-Thin.ttf - static/Inter_24pt-ExtraLight.ttf - static/Inter_24pt-Light.ttf - static/Inter_24pt-Regular.ttf - static/Inter_24pt-Medium.ttf - static/Inter_24pt-SemiBold.ttf - static/Inter_24pt-Bold.ttf - static/Inter_24pt-ExtraBold.ttf - static/Inter_24pt-Black.ttf - static/Inter_28pt-Thin.ttf - static/Inter_28pt-ExtraLight.ttf - static/Inter_28pt-Light.ttf - static/Inter_28pt-Regular.ttf - static/Inter_28pt-Medium.ttf - static/Inter_28pt-SemiBold.ttf - static/Inter_28pt-Bold.ttf - static/Inter_28pt-ExtraBold.ttf - static/Inter_28pt-Black.ttf - static/Inter_18pt-ThinItalic.ttf - static/Inter_18pt-ExtraLightItalic.ttf - static/Inter_18pt-LightItalic.ttf - static/Inter_18pt-Italic.ttf - static/Inter_18pt-MediumItalic.ttf - static/Inter_18pt-SemiBoldItalic.ttf - static/Inter_18pt-BoldItalic.ttf - static/Inter_18pt-ExtraBoldItalic.ttf - static/Inter_18pt-BlackItalic.ttf - static/Inter_24pt-ThinItalic.ttf - static/Inter_24pt-ExtraLightItalic.ttf - static/Inter_24pt-LightItalic.ttf - static/Inter_24pt-Italic.ttf - static/Inter_24pt-MediumItalic.ttf - static/Inter_24pt-SemiBoldItalic.ttf - static/Inter_24pt-BoldItalic.ttf - static/Inter_24pt-ExtraBoldItalic.ttf - static/Inter_24pt-BlackItalic.ttf - static/Inter_28pt-ThinItalic.ttf - static/Inter_28pt-ExtraLightItalic.ttf - static/Inter_28pt-LightItalic.ttf - static/Inter_28pt-Italic.ttf - static/Inter_28pt-MediumItalic.ttf - static/Inter_28pt-SemiBoldItalic.ttf - static/Inter_28pt-BoldItalic.ttf - static/Inter_28pt-ExtraBoldItalic.ttf - static/Inter_28pt-BlackItalic.ttf - -Get started ------------ - -1. Install the font files you want to use - -2. Use your app's font picker to view the font family and all the -available styles - -Learn more about variable fonts -------------------------------- - - https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts - https://variablefonts.typenetwork.com - https://medium.com/variable-fonts - -In desktop apps - - https://theblog.adobe.com/can-variable-fonts-illustrator-cc - https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts - -Online - - https://developers.google.com/fonts/docs/getting_started - https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide - https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts - -Installing fonts - - MacOS: https://support.apple.com/en-us/HT201749 - Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux - Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows - -Android Apps - - https://developers.google.com/fonts/docs/android - https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts - -License -------- -Please read the full license text (OFL.txt) to understand the permissions, -restrictions and requirements for usage, redistribution, and modification. - -You can use them in your products & projects – print or digital, -commercial or otherwise. - -This isn't legal advice, please consider consulting a lawyer and see the full -license for all details. diff --git a/Assets/Fonts/Inter/static/Inter_18pt-Black.ttf b/Assets/Fonts/Inter/static/Inter_18pt-Black.ttf Binary files differdeleted file mode 100644 index 89673de..0000000 --- a/Assets/Fonts/Inter/static/Inter_18pt-Black.ttf +++ /dev/null diff --git a/Assets/Fonts/Inter/static/Inter_18pt-BlackItalic.ttf b/Assets/Fonts/Inter/static/Inter_18pt-BlackItalic.ttf Binary files differdeleted file mode 100644 index b33602f..0000000 --- a/Assets/Fonts/Inter/static/Inter_18pt-BlackItalic.ttf +++ 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/dev/null diff --git a/Assets/HDRI/HDR_subdued_multi_nebulae.hdr b/Assets/HDRI/HDR_subdued_multi_nebulae.hdr Binary files differdeleted file mode 100644 index da88396..0000000 --- a/Assets/HDRI/HDR_subdued_multi_nebulae.hdr +++ /dev/null diff --git a/Assets/HDRI/night_sky.hdr b/Assets/HDRI/night_sky.hdr Binary files differdeleted file mode 100644 index b473659..0000000 --- a/Assets/HDRI/night_sky.hdr +++ /dev/null diff --git a/Assets/Shaders/Blur.slang b/Assets/Shaders/Blur.slang deleted file mode 100644 index 17e4eae..0000000 --- a/Assets/Shaders/Blur.slang +++ /dev/null @@ -1,60 +0,0 @@ -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; -} - -Sampler2D u_ScreenTexture; -uniform float2 u_Resolution; -uniform float u_BlurStrength; -uniform float u_GlowIntensity; - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - float2 texelSize = 1.0 / u_Resolution; - float4 centerColor = u_ScreenTexture.Sample(input.texCoord); - - float brightness = (centerColor.r + centerColor.g + centerColor.b) / 3.0; - float glowMask = smoothstep(0.05, 0.3, brightness); - - float4 blurredColor = float4(0.0, 0.0, 0.0, 0.0); - float totalWeight = 0.0; - - for (int x = -8; x <= 8; x++) - { - for (int y = -8; y <= 8; y++) - { - float2 offset = float2(x, y) * texelSize * u_BlurStrength; - float4 sampleColor = u_ScreenTexture.Sample(input.texCoord + offset); - - float weight = exp(-float(x * x + y * y) / (2.0 * 8.0 * 8.0)); - blurredColor += sampleColor * weight; - totalWeight += weight; - } - } - - blurredColor /= totalWeight; - - float3 emissionColor = float3(1.0, 0.8, 0.6); - float3 glowColor = emissionColor * glowMask * u_GlowIntensity * 2.0; - float3 auraColor = blurredColor.rgb * glowMask * u_GlowIntensity * 0.8; - float3 finalColor = centerColor.rgb + glowColor + auraColor; - - return float4(finalColor, centerColor.a); -} diff --git a/Assets/Shaders/EquirectToCubemap.slang b/Assets/Shaders/EquirectToCubemap.slang deleted file mode 100644 index 9b2ea4b..0000000 --- a/Assets/Shaders/EquirectToCubemap.slang +++ /dev/null @@ -1,33 +0,0 @@ -uniform float4x4 u_Projection; -uniform float4x4 u_View; - -struct VSInput { float3 position : POSITION; }; -struct VSOutput { float4 position : SV_Position; float3 worldPos : TEXCOORD0; }; - -[shader("vertex")] -VSOutput vertexMain(VSInput input) -{ - VSOutput output; - output.worldPos = input.position; - output.position = mul(u_Projection, mul(u_View, float4(input.position, 1.0))); - return output; -} - -Sampler2D u_EquirectangularMap; -static const float2 invAtan = float2(0.1591, 0.3183); - -float2 SampleSphericalMap(float3 v) -{ - float2 uv = float2(atan2(v.z, v.x), asin(v.y)); - uv *= invAtan; - uv += 0.5; - return uv; -} - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - float2 uv = SampleSphericalMap(normalize(input.worldPos)); - float3 color = u_EquirectangularMap.Sample(uv).rgb; - return float4(color, 1.0); -} diff --git a/Assets/Shaders/Geodesic.slang b/Assets/Shaders/Geodesic.slang deleted file mode 100644 index 9490f21..0000000 --- a/Assets/Shaders/Geodesic.slang +++ /dev/null @@ -1,490 +0,0 @@ -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; -} diff --git a/Assets/Shaders/Grid.slang b/Assets/Shaders/Grid.slang deleted file mode 100644 index ea7d263..0000000 --- a/Assets/Shaders/Grid.slang +++ /dev/null @@ -1,34 +0,0 @@ -uniform float4x4 u_ViewProjection; -uniform float4x4 u_Transform; -uniform float u_GridSize; - -struct VSInput { float3 position : POSITION; }; -struct VSOutput { float4 position : SV_Position; }; - -[shader("vertex")] -VSOutput vertexMain(VSInput input) -{ - VSOutput output; - float3 scaledPosition = input.position * (u_GridSize / 50.0); - output.position = mul(u_ViewProjection, mul(u_Transform, float4(scaledPosition, 1.0))); - return output; -} - -uniform float3 u_GridColor; -uniform float u_GridAlpha; -uniform float3 u_CameraPos; - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - float dist = length(u_CameraPos); - float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8); - - float3 color = u_GridColor; - float alpha = u_GridAlpha * fadeFactor; - - float gridFade = 1.0 - clamp(dist / 50.0, 0.0, 0.9); - alpha *= gridFade; - - return float4(color, alpha); -} diff --git a/Assets/Shaders/Skybox.slang b/Assets/Shaders/Skybox.slang deleted file mode 100644 index 6ba81bc..0000000 --- a/Assets/Shaders/Skybox.slang +++ /dev/null @@ -1,23 +0,0 @@ -uniform float4x4 u_Projection; -uniform float4x4 u_View; - -struct VSInput { float3 position : POSITION; }; -struct VSOutput { float4 position : SV_Position; float3 texCoords : TEXCOORD0; }; - -[shader("vertex")] -VSOutput vertexMain(VSInput input) -{ - VSOutput output; - output.texCoords = input.position; - float4 pos = mul(u_Projection, mul(u_View, float4(input.position, 1.0))); - output.position = pos.xyww; // force depth = 1 so the skybox stays behind everything - return output; -} - -SamplerCube u_Skybox; - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - return u_Skybox.Sample(input.texCoords); -} diff --git a/Assets/Shaders/Sphere.slang b/Assets/Shaders/Sphere.slang deleted file mode 100644 index 0871438..0000000 --- a/Assets/Shaders/Sphere.slang +++ /dev/null @@ -1,67 +0,0 @@ -uniform float4x4 u_ViewProjection; -uniform float4x4 u_Transform; - -struct VSInput -{ - float3 position : POSITION; - float3 normal : NORMAL; -}; - -struct VSOutput -{ - float4 position : SV_Position; - float3 normal : TEXCOORD0; - float3 worldPos : TEXCOORD1; -}; - -[shader("vertex")] -VSOutput vertexMain(VSInput input) -{ - VSOutput output; - output.worldPos = mul(u_Transform, float4(input.position, 1.0)).xyz; - float3x3 normalMatrix = (float3x3)u_Transform; - output.normal = mul(normalMatrix, input.normal); - output.position = mul(u_ViewProjection, float4(output.worldPos, 1.0)); - return output; -} - -uniform float3 u_Color; -uniform float u_Specular; -uniform float u_Emission; -uniform float3 u_LightPos; -uniform float3 u_CameraPos; -uniform int u_IsSelected; -uniform float3 u_OutlineColor; -uniform float u_OutlineWidth; -SamplerCube u_HDRIEnvironment; - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - float3 normal = normalize(input.normal); - float3 lightDir = normalize(u_LightPos - input.worldPos); - float3 viewDir = normalize(u_CameraPos - input.worldPos); - float3 reflectDir = reflect(-lightDir, normal); - - float3 hdriLight = u_HDRIEnvironment.Sample(normal).rgb; - float hdriIntensity = 0.3; - - float diff = max(dot(normal, lightDir), 0.0); - float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); - - float3 diffuse = u_Color * (diff + hdriIntensity * hdriLight); - float3 specular = float3(u_Specular, u_Specular, u_Specular) * spec; - float3 emission = u_Color * u_Emission; - - float3 result = diffuse + specular + emission; - - if (u_IsSelected > 0) - { - float ndotv = max(dot(normal, viewDir), 0.0); - float rim = 1.0 - ndotv; - float outlineMask = step(1.0 - u_OutlineWidth, rim); - result = lerp(result, u_OutlineColor, outlineMask); - } - - return float4(result, 1.0); -} diff --git a/Assets/Shaders/TexturedQuad.slang b/Assets/Shaders/TexturedQuad.slang deleted file mode 100644 index 52d46ed..0000000 --- a/Assets/Shaders/TexturedQuad.slang +++ /dev/null @@ -1,28 +0,0 @@ -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; -} - -Sampler2D u_ScreenTexture; - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - return u_ScreenTexture.Sample(input.texCoord); -} diff --git a/Assets/Shaders/VkPipelineTest.slang b/Assets/Shaders/VkPipelineTest.slang deleted file mode 100644 index f4d1897..0000000 --- a/Assets/Shaders/VkPipelineTest.slang +++ /dev/null @@ -1,25 +0,0 @@ -// Minimal shader used only to verify the Vulkan graphics-pipeline path (SPIR-V -// module -> pipeline -> draw -> read-back). Draws a full-screen gradient -// triangle from the vertex id, so it needs no vertex buffer, UBO, or sampler. - -struct VSOutput -{ - float4 position : SV_Position; - float3 color : COLOR0; -}; - -[shader("vertex")] -VSOutput vertexMain(uint vid : SV_VertexID) -{ - float2 p = float2(float((vid << 1) & 2), float(vid & 2)); - VSOutput output; - output.position = float4(p * 2.0 - 1.0, 0.0, 1.0); - output.color = float3(p, 0.5); - return output; -} - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - return float4(input.color, 1.0); -} |
