diff options
Diffstat (limited to 'Assets')
| -rw-r--r-- | Assets/Shaders/Blur.glsl | 60 | ||||
| -rw-r--r-- | Assets/Shaders/Blur.slang | 60 | ||||
| -rw-r--r-- | Assets/Shaders/EquirectToCubemap.glsl | 39 | ||||
| -rw-r--r-- | Assets/Shaders/EquirectToCubemap.slang | 33 | ||||
| -rw-r--r-- | Assets/Shaders/Geodesic.glsl | 512 | ||||
| -rw-r--r-- | Assets/Shaders/Geodesic.slang | 490 | ||||
| -rw-r--r-- | Assets/Shaders/Grid.glsl | 41 | ||||
| -rw-r--r-- | Assets/Shaders/Grid.slang | 34 | ||||
| -rw-r--r-- | Assets/Shaders/Skybox.glsl | 31 | ||||
| -rw-r--r-- | Assets/Shaders/Skybox.slang | 23 | ||||
| -rw-r--r-- | Assets/Shaders/Sphere.glsl | 70 | ||||
| -rw-r--r-- | Assets/Shaders/Sphere.slang | 67 | ||||
| -rw-r--r-- | Assets/Shaders/TexturedQuad.glsl | 28 | ||||
| -rw-r--r-- | Assets/Shaders/TexturedQuad.slang | 28 |
14 files changed, 735 insertions, 781 deletions
diff --git a/Assets/Shaders/Blur.glsl b/Assets/Shaders/Blur.glsl deleted file mode 100644 index 984f0ba..0000000 --- a/Assets/Shaders/Blur.glsl +++ /dev/null @@ -1,60 +0,0 @@ -#type vertex - -#version 330 core - -layout (location = 0) in vec2 a_Pos; -layout (location = 1) in vec2 a_TexCoord; - -out vec2 v_TexCoord; - -void main() -{ - gl_Position = vec4(a_Pos, 0.0, 1.0); - v_TexCoord = a_TexCoord; -} - -#type fragment - -#version 330 core - -in vec2 v_TexCoord; -out vec4 o_FragColor; - -uniform sampler2D u_ScreenTexture; -uniform vec2 u_Resolution; -uniform float u_BlurStrength; -uniform float u_GlowIntensity; - -void main() -{ - vec2 texelSize = 1.0 / u_Resolution; - vec4 centerColor = texture(u_ScreenTexture, v_TexCoord); - - float brightness = (centerColor.r + centerColor.g + centerColor.b) / 3.0; - float glowMask = smoothstep(0.05, 0.3, brightness); - - vec4 blurredColor = vec4(0.0); - float totalWeight = 0.0; - - for (int x = -8; x <= 8; x++) - { - for (int y = -8; y <= 8; y++) - { - vec2 offset = vec2(x, y) * texelSize * u_BlurStrength; - vec4 sampleColor = texture(u_ScreenTexture, v_TexCoord + offset); - - float weight = exp(-(x*x + y*y) / (2.0 * 8.0 * 8.0)); - blurredColor += sampleColor * weight; - totalWeight += weight; - } - } - - blurredColor /= totalWeight; - - vec3 emissionColor = vec3(1.0, 0.8, 0.6); - vec3 glowColor = emissionColor * glowMask * u_GlowIntensity * 2.0; - vec3 auraColor = blurredColor.rgb * glowMask * u_GlowIntensity * 0.8; - vec3 finalColor = centerColor.rgb + glowColor + auraColor; - - o_FragColor = vec4(finalColor, centerColor.a); -} diff --git a/Assets/Shaders/Blur.slang b/Assets/Shaders/Blur.slang new file mode 100644 index 0000000..17e4eae --- /dev/null +++ b/Assets/Shaders/Blur.slang @@ -0,0 +1,60 @@ +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.glsl b/Assets/Shaders/EquirectToCubemap.glsl deleted file mode 100644 index 690706f..0000000 --- a/Assets/Shaders/EquirectToCubemap.glsl +++ /dev/null @@ -1,39 +0,0 @@ -#type vertex - -#version 330 core - -layout (location = 0) in vec3 a_Pos; -out vec3 v_WorldPos; - -uniform mat4 u_Projection; -uniform mat4 u_View; - -void main() -{ - v_WorldPos = a_Pos; - gl_Position = u_Projection * u_View * vec4(v_WorldPos, 1.0); -} - -#type fragment - -#version 330 core - -out vec4 o_FragColor; -in vec3 v_WorldPos; - -uniform sampler2D u_EquirectangularMap; -const vec2 invAtan = vec2(0.1591, 0.3183); - -vec2 SampleSphericalMap(vec3 v) -{ - vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); - uv *= invAtan; - uv += 0.5; - return uv; -} -void main() -{ - vec2 uv = SampleSphericalMap(normalize(v_WorldPos)); - vec3 color = texture(u_EquirectangularMap, uv).rgb; - o_FragColor = vec4(color, 1.0); -} diff --git a/Assets/Shaders/EquirectToCubemap.slang b/Assets/Shaders/EquirectToCubemap.slang new file mode 100644 index 0000000..9b2ea4b --- /dev/null +++ b/Assets/Shaders/EquirectToCubemap.slang @@ -0,0 +1,33 @@ +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.glsl b/Assets/Shaders/Geodesic.glsl deleted file mode 100644 index cb435d0..0000000 --- a/Assets/Shaders/Geodesic.glsl +++ /dev/null @@ -1,512 +0,0 @@ -// Geodesic ray tracer. -// -// Originally an OpenGL 4.3 compute shader that wrote its result with -// imageStore(). macOS OpenGL is frozen at 4.1 and has neither compute shaders -// nor image load/store, so this is expressed as a fullscreen vertex+fragment -// pass (GLSL 4.10) that renders into an FBO colour attachment instead. Each -// fragment does the work one compute invocation used to: gl_FragCoord replaces -// gl_GlobalInvocationID, and the shading maths below is unchanged. - -#type vertex -#version 410 core - -layout(location = 0) in vec2 a_Position; - -void main() -{ - gl_Position = vec4(a_Position, 0.0, 1.0); -} - -#type fragment -#version 410 core - -out vec4 fragColor; - -// Compute-resolution in pixels; supplied by the host each frame (replaces the -// compute shader's imageSize(outImage)). -uniform vec2 u_Resolution; - -// GLSL 4.10 does not allow explicit binding qualifiers on uniform blocks or -// samplers; the host associates these with binding points via -// glUniformBlockBinding / glUniform1i. -uniform samplerCube u_HDRIEnvironment; - -layout(std140) uniform Camera -{ - vec3 camPos; float _pad0; - vec3 camRight; float _pad1; - vec3 camUp; float _pad2; - vec3 camForward; float _pad3; - float tanHalfFov; - float aspect; - bool moving; - int _pad4; -} cam; - -layout(std140) uniform Disk -{ - float disk_r1; - float disk_r2; - float disk_num; - float thickness; - float disk_density; -}; - -layout(std140) uniform Objects -{ - int numObjects; - vec4 objPosRadius[16]; - vec4 objColor[16]; - float mass[16]; -}; - -layout(std140) uniform Simulation -{ - int maxStepsMoving; - int maxStepsStatic; - float earlyExitDistance; - float time; -}; - -const float SagA_rs = 1.269e10; -const float D_LAMBDA = 1e7; -const float ESCAPE_R = 1e30; - -const int DEFAULT_MAX_STEPS_MOVING = 12000; -const int DEFAULT_MAX_STEPS_STATIC = 8000; -const float DEFAULT_EARLY_EXIT_DISTANCE = 2e12; - -const float MIN_STEP_SIZE = 1e6; -const float MAX_STEP_SIZE = 5e7; -const float STEP_ADAPTATION_FACTOR = 1.5; - -vec4 objectColor = vec4(0.0); -vec3 hitCenter = vec3(0.0); -float hitRadius = 0.0; - -vec3 SampleHDRI(vec3 direction) -{ - return texture(u_HDRIEnvironment, direction).rgb; -} - -float hash(float p) -{ - p = fract(p * 0.1031); - p *= p + 33.33; - p *= p + p; - return fract(p); -} - -float hash(vec2 p) -{ - vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973)); - p3 += dot(p3, p3.yzx + 33.33); - return fract((p3.x + p3.y) * p3.z); -} - -float hash(vec3 p) -{ - p = fract(p * vec3(0.1031, 0.1030, 0.0973)); - p += dot(p, p.yxz + 33.33); - return fract((p.x + p.y) * p.z); -} - -float noise(vec3 x) -{ - vec3 i = floor(x); - vec3 frac = fract(x); - - vec3 u = frac * frac * (3.0 - 2.0 * frac); - - float a = hash(i); - float b = hash(i + vec3(1.0, 0.0, 0.0)); - float c = hash(i + vec3(0.0, 1.0, 0.0)); - float d = hash(i + vec3(1.0, 1.0, 0.0)); - float e = hash(i + vec3(0.0, 0.0, 1.0)); - float f = hash(i + vec3(1.0, 0.0, 1.0)); - float g = hash(i + vec3(0.0, 1.0, 1.0)); - float h = hash(i + vec3(1.0, 1.0, 1.0)); - - return mix(mix(mix(a, b, u.x), mix(c, d, u.x), u.y), - mix(mix(e, f, u.x), mix(g, h, u.x), u.y), u.z); -} - -float fbm(vec3 x, int octaves) -{ - float v = 0.0; - float a = 0.5; - float f = 1.0; - vec3 shift = vec3(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(vec3 pos) -{ - float r_cyl = length(vec2(pos.x, pos.z)); - float r_norm = (r_cyl - disk_r1) / (disk_r2 - disk_r1); - - if (r_norm < 0.0 || r_norm > 1.0) - return 0.0; - - float h_norm = abs(pos.y) / thickness; - float vertical_falloff = exp(-h_norm * h_norm * 3.0); - float radial_density = 1.0 - r_norm * 0.5; - - vec3 noise_pos = pos * 1e-10; - float keplerian_speed = 1.0 / sqrt(r_norm + 0.1); - - float rotation_angle = time * keplerian_speed * 0.5; - vec3 rotated_pos = vec3( - 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 = atan(pos.z, pos.x); - float rotated_angle = angle + time * 0.5; - - float spiral_arms = sin(rotated_angle * 3.0 + r_norm * 15.0) * 0.15 + 0.85; - - float orbital_angle = angle + 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_density; -} - -struct Ray -{ - float x, y, z; - float r, theta, phi; - float dr, dtheta, dphi; - float E, L; -}; - -Ray InitRay(vec3 pos, vec3 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 = atan(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) -{ - vec3 P = vec3(ray.x, ray.y, ray.z); - - for (int i = 0; i < numObjects; ++i) - { - vec3 center = objPosRadius[i].xyz; - float radius = objPosRadius[i].w; - - float distSq = dot(P - center, P - center); - if (distSq > radius * radius * 4.0) - continue; - - if (distSq <= radius * radius) - { - objectColor = objColor[i]; - hitCenter = center; - hitRadius = radius; - return true; - } - } - - return false; -} - -void GeodesicRHS(Ray ray, out vec3 d1, out vec3 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 = vec3(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) -{ - vec3 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(vec3 pos) -{ - float r_cyl = length(vec2(pos.x, pos.z)); - return (r_cyl >= disk_r1 && r_cyl <= disk_r2 && abs(pos.y) <= thickness); -} - -vec4 SampleDiskColor(vec3 pos) -{ - float r_cyl = length(vec2(pos.x, pos.z)); - float r_norm = (r_cyl - disk_r1) / (disk_r2 - disk_r1); - - vec3 innerColor = vec3(1.0, 0.9, 0.5); - vec3 midColor = vec3(1.0, 0.6, 0.2); - vec3 outerColor = vec3(0.9, 0.3, 0.1); - - vec3 baseColor; - if (r_norm < 0.5) - baseColor = mix(innerColor, midColor, r_norm * 2.0); - else - baseColor = mix(midColor, outerColor, (r_norm - 0.5) * 2.0); - - float r_norm_rot = (r_cyl - disk_r1) / (disk_r2 - disk_r1); - float keplerian_speed = 1.0 / sqrt(r_norm_rot + 0.1); - - vec3 noise_pos = pos * 1e-10; - - float color_rotation_angle = time * keplerian_speed * 0.3; - vec3 rotated_color_pos = vec3( - 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); - vec3 brightness_noise_pos = pos * 1e-10; - - float brightness_rotation_angle = time * keplerian_speed * 0.7; - vec3 rotated_brightness_pos = vec3( - 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); - - // Enhanced brightness with glow effect - float baseBrightness = 1.0 + density * 1.5; // Increased density contribution - float glowBrightness = brightness_noise * 0.8; // Enhanced noise contribution - float brightness = baseBrightness + glowBrightness; - - return vec4(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(vec3(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); -} - -void main() -{ - ivec2 pix = ivec2(gl_FragCoord.xy); - int WIDTH = int(u_Resolution.x); - int HEIGHT = int(u_Resolution.y); - - float u = (2.0 * (pix.x + 0.5) / WIDTH - 1.0) * - cam.aspect * cam.tanHalfFov; - float v = (1.0 - 2.0 * (pix.y + 0.5) / HEIGHT) * - cam.tanHalfFov; - vec3 dir = normalize(u * cam.camRight - - v * cam.camUp + - cam.camForward); - Ray ray = InitRay(cam.camPos, dir); - - vec4 color = vec4(0.0); - vec3 prevPos = vec3(ray.x, ray.y, ray.z); - float lambda = 0.0; - - bool hitBlackHole = false; - bool hitObject = false; - - vec4 accumulatedColor = vec4(0.0); - float transmittance = 1.0; - - int maxSteps = cam.moving ? maxStepsMoving : 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 currentStepSize = D_LAMBDA; - int objectCheckInterval = 5; - - for (int i = 0; i < maxSteps; ++i) - { - float exitDistance = earlyExitDistance > 0.0 ? earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE; - if (ray.r > exitDistance) - break; - if (ray.r > ESCAPE_R) - break; - - if (Intercept(ray, SagA_rs)) - { - hitBlackHole = true; - break; - } - - currentStepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA); - - RK4Step(ray, currentStepSize); - lambda += currentStepSize; - - vec3 newPos = vec3(ray.x, ray.y, ray.z); - - if (IsInDiskVolume(newPos)) - { - vec4 diskSample = SampleDiskColor(newPos); - float density = diskSample.a; - vec3 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); - - vec3 emission = diskColor * density * stepLength * 4.0 * sqrt(disk_density); - - vec3 glowColor = mix(diskColor, vec3(1.0, 0.8, 0.6), 0.3); - float glowIntensity = density * stepLength * 2.0; - vec3 atmosphericGlow = glowColor * glowIntensity * 0.8; - - vec3 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)) - { - hitObject = true; - break; - } - - prevPos = newPos; - - if (ray.dr > 0.0 && ray.r > SagA_rs * 100.0 && lambda > 2e8) - break; - } - - accumulatedColor.a = 1.0 - transmittance; - - if (hitBlackHole) - color = vec4(0.0, 0.0, 0.0, 1.0); - else if (hitObject) - { - vec3 P = vec3(ray.x, ray.y, ray.z); - vec3 N = normalize(P - hitCenter); - vec3 V = normalize(cam.camPos - P); - - float ambient = 0.1; - float diff = max(dot(N, V), 0.0); - float intensity = ambient + (1.0 - ambient) * diff; - vec3 shaded = objectColor.rgb * intensity; - - color = vec4(shaded, objectColor.a); - color = mix(accumulatedColor, color, color.a); - } else - { - vec3 rayDirection = normalize(vec3(ray.x, ray.y, ray.z) - cam.camPos); - vec3 hdriColor = SampleHDRI(rayDirection); - color = vec4(mix(accumulatedColor.rgb, hdriColor, 1.0 - accumulatedColor.a), 1.0); - } - - fragColor = color; -} 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; +} diff --git a/Assets/Shaders/Grid.glsl b/Assets/Shaders/Grid.glsl deleted file mode 100644 index 32c091a..0000000 --- a/Assets/Shaders/Grid.glsl +++ /dev/null @@ -1,41 +0,0 @@ -#type vertex - -#version 330 core - -layout(location = 0) in vec3 a_Position; - -uniform mat4 u_ViewProjection; -uniform mat4 u_Transform; -uniform float u_GridSize; - -void main() -{ - // Scale the grid based on the grid size uniform - vec3 scaledPosition = a_Position * (u_GridSize / 50.0); - gl_Position = u_ViewProjection * u_Transform * vec4(scaledPosition, 1.0); -} - -#type fragment - -#version 330 core - -uniform vec3 u_GridColor; -uniform float u_GridAlpha; -uniform float u_GridSize; -uniform vec3 u_CameraPos; - -out vec4 o_FragColor; - -void main() -{ - float distance = length(u_CameraPos); - float fadeFactor = 1.0 - clamp(distance / 100.0, 0.0, 0.8); - - vec3 color = u_GridColor; - float alpha = u_GridAlpha * fadeFactor; - - float gridFade = 1.0 - clamp(distance / 50.0, 0.0, 0.9); - alpha *= gridFade; - - o_FragColor = vec4(color, alpha); -} diff --git a/Assets/Shaders/Grid.slang b/Assets/Shaders/Grid.slang new file mode 100644 index 0000000..ea7d263 --- /dev/null +++ b/Assets/Shaders/Grid.slang @@ -0,0 +1,34 @@ +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.glsl b/Assets/Shaders/Skybox.glsl deleted file mode 100644 index 654bed1..0000000 --- a/Assets/Shaders/Skybox.glsl +++ /dev/null @@ -1,31 +0,0 @@ -#type vertex - -#version 330 core - -layout (location = 0) in vec3 aPos; - -out vec3 TexCoords; - -uniform mat4 u_Projection; -uniform mat4 u_View; - -void main() -{ - TexCoords = aPos; - vec4 pos = u_Projection * u_View * vec4(aPos, 1.0); - gl_Position = pos.xyww; -} - -#type fragment - -#version 330 core - -out vec4 FragColor; -in vec3 TexCoords; - -uniform samplerCube u_Skybox; - -void main() -{ - FragColor = texture(u_Skybox, TexCoords); -} diff --git a/Assets/Shaders/Skybox.slang b/Assets/Shaders/Skybox.slang new file mode 100644 index 0000000..6ba81bc --- /dev/null +++ b/Assets/Shaders/Skybox.slang @@ -0,0 +1,23 @@ +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.glsl b/Assets/Shaders/Sphere.glsl deleted file mode 100644 index 9f620f7..0000000 --- a/Assets/Shaders/Sphere.glsl +++ /dev/null @@ -1,70 +0,0 @@ -#type vertex - -#version 330 core - -layout(location = 0) in vec3 a_Position; -layout(location = 1) in vec3 a_Normal; - -uniform mat4 u_ViewProjection; -uniform mat4 u_Transform; - -out vec3 v_Normal; -out vec3 v_WorldPos; - -void main() -{ - v_WorldPos = vec3(u_Transform * vec4(a_Position, 1.0)); - v_Normal = mat3(transpose(inverse(u_Transform))) * a_Normal; - gl_Position = u_ViewProjection * vec4(v_WorldPos, 1.0); -} - -#type fragment - -#version 330 core - -in vec3 v_Normal; -in vec3 v_WorldPos; - -uniform vec3 u_Color; -uniform float u_Specular; -uniform float u_Emission; -uniform vec3 u_LightPos; -uniform vec3 u_CameraPos; -uniform int u_IsSelected; -uniform vec3 u_OutlineColor; -uniform float u_OutlineWidth; -uniform samplerCube u_HDRIEnvironment; - -out vec4 o_FragColor; - -void main() -{ - vec3 normal = normalize(v_Normal); - vec3 lightDir = normalize(u_LightPos - v_WorldPos); - vec3 viewDir = normalize(u_CameraPos - v_WorldPos); - vec3 reflectDir = reflect(-lightDir, normal); - - // HDRI lighting - vec3 hdriLight = texture(u_HDRIEnvironment, normal).rgb; - float hdriIntensity = 0.3; // Adjust this for HDRI lighting strength - - float diff = max(dot(normal, lightDir), 0.0); - float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); - - vec3 diffuse = u_Color * (diff + hdriIntensity * hdriLight); - vec3 specular = vec3(u_Specular) * spec; - vec3 emission = u_Color * u_Emission; - - vec3 result = diffuse + specular + emission; - - if (u_IsSelected > 0) - { - float ndotv = max(dot(normal, viewDir), 0.0); - float rim = 1.0 - ndotv; - float width = clamp(u_OutlineWidth, 0.0, 1.0); - float outlineMask = step(1.0 - u_OutlineWidth, rim);; - result = mix(result, u_OutlineColor, outlineMask); - } - - o_FragColor = vec4(result, 1.0); -} diff --git a/Assets/Shaders/Sphere.slang b/Assets/Shaders/Sphere.slang new file mode 100644 index 0000000..0871438 --- /dev/null +++ b/Assets/Shaders/Sphere.slang @@ -0,0 +1,67 @@ +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.glsl b/Assets/Shaders/TexturedQuad.glsl deleted file mode 100644 index 95f433d..0000000 --- a/Assets/Shaders/TexturedQuad.glsl +++ /dev/null @@ -1,28 +0,0 @@ -#type vertex - -#version 330 core - -layout (location = 0) in vec2 a_Pos; -layout (location = 1) in vec2 a_TexCoord; - -out vec2 v_TexCoord; - -void main() -{ - gl_Position = vec4(a_Pos, 0.0, 1.0); - v_TexCoord = a_TexCoord; -} - -#type fragment - -#version 330 core - -in vec2 v_TexCoord; -out vec4 o_FragColor; - -uniform sampler2D u_ScreenTexture; - -void main() -{ - o_FragColor = texture(u_ScreenTexture, v_TexCoord); -} diff --git a/Assets/Shaders/TexturedQuad.slang b/Assets/Shaders/TexturedQuad.slang new file mode 100644 index 0000000..52d46ed --- /dev/null +++ b/Assets/Shaders/TexturedQuad.slang @@ -0,0 +1,28 @@ +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); +} |
