Rust gpu
This commit is contained in:
587
shaders_old/bak.wgsl
Normal file
587
shaders_old/bak.wgsl
Normal file
@ -0,0 +1,587 @@
|
||||
struct PushConstants
|
||||
{
|
||||
view_projection: mat4x4<f32>,
|
||||
transform: mat4x4<f32>,
|
||||
eye_position: vec3<f32>,
|
||||
root_color: vec4<f32>,
|
||||
root_subdivided: u32,
|
||||
}
|
||||
|
||||
var<push_constant> constants: PushConstants;
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
@builtin(position) pos: vec4<f32>,
|
||||
@location(0) eye_pos: vec3<f32>,
|
||||
@location(1) world_pos: vec3<f32>,
|
||||
@location(2) cube_pos: vec3<f32>,
|
||||
@location(3) root_color: vec4<f32>,
|
||||
@location(4) root_subdivided: u32
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vertex_main(@builtin(vertex_index) index: u32, @builtin(instance_index) instance_index: u32) -> VertexOutput
|
||||
{
|
||||
let side_length = u32(100);
|
||||
let offset = vec3<f32>(vec3<u32>(
|
||||
instance_index % side_length,
|
||||
(instance_index / side_length) % side_length,
|
||||
instance_index / (side_length * side_length)
|
||||
));
|
||||
|
||||
let cube_vertices = array<vec3<f32>, 8>(
|
||||
vec3<f32>(0., 0., 0.),
|
||||
vec3<f32>(0., 0., 1.),
|
||||
vec3<f32>(1., 0., 1.),
|
||||
vec3<f32>(1., 0., 0.),
|
||||
|
||||
vec3<f32>(0., 1., 0.),
|
||||
vec3<f32>(0., 1., 1.),
|
||||
vec3<f32>(1., 1., 1.),
|
||||
vec3<f32>(1., 1., 0.),
|
||||
);
|
||||
|
||||
let cube_faces = array<u32, 24>(
|
||||
// Bottom face
|
||||
1, 0, 2, 3,
|
||||
|
||||
// Top face
|
||||
4, 5, 7, 6,
|
||||
|
||||
// Side faces
|
||||
0, 1, 4, 5,
|
||||
1, 2, 5, 6,
|
||||
2, 3, 6, 7,
|
||||
3, 0, 7, 4,
|
||||
);
|
||||
|
||||
let quad_index = index / (3 * 2);
|
||||
let triangle_index = index % (3 * 2);
|
||||
let triangle_map = array<u32, 6>(
|
||||
0, 1, 2, 1, 3, 2
|
||||
);
|
||||
|
||||
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
|
||||
|
||||
var output: VertexOutput;
|
||||
output.pos = constants.view_projection * constants.transform * vec4<f32>(vertex + offset, 1.);
|
||||
output.eye_pos = constants.eye_position;
|
||||
output.world_pos = (constants.transform * vec4<f32>(vertex + offset, 1.)).xyz;
|
||||
output.cube_pos = offset;
|
||||
|
||||
output.root_color = constants.root_color;
|
||||
output.root_subdivided = constants.root_subdivided;
|
||||
return output;
|
||||
}
|
||||
|
||||
fn is_voxel(p: vec3<i32>) -> bool
|
||||
{
|
||||
//return true;
|
||||
return length(vec3<f32>(p) - vec3<f32>(16.)) < 16.;
|
||||
}
|
||||
|
||||
const N: u32 = 4;
|
||||
const N3: u32 = N * N * N;
|
||||
const MAX_DEPTH: u32 = 4;
|
||||
|
||||
struct StructureTile
|
||||
{
|
||||
children: array<u32, 64>,
|
||||
}
|
||||
|
||||
struct ColorTile
|
||||
{
|
||||
colors: array<vec4<f32>, 64>
|
||||
}
|
||||
|
||||
// BG
|
||||
@group(0) @binding(0) var<storage> structure_tiles : array<StructureTile>;
|
||||
@group(0) @binding(1) var<storage> color_tiles : array<ColorTile>;
|
||||
|
||||
struct TraverseResult
|
||||
{
|
||||
albedo: vec4<f32>,
|
||||
normal: vec3<f32>
|
||||
}
|
||||
|
||||
fn traverse2(max_depth: u32, root_color: vec4<f32>, root_subdivided: bool, eye_pos: vec3<f32>, ray_dir: vec3<f32>) -> TraverseResult
|
||||
{
|
||||
var normal = max_mask3(eye_pos) * sign(ray_dir);
|
||||
if max_depth == 0 || !root_subdivided
|
||||
{
|
||||
var res: TraverseResult;
|
||||
res.albedo = root_color;
|
||||
res.normal = normal;
|
||||
return res;
|
||||
//return viridis_quintic(0.);
|
||||
}
|
||||
|
||||
// var node_structs = structure_tiles[0];
|
||||
// var node_colors = color_tiles[0];
|
||||
var node_tile_idx = u32(0);
|
||||
var stack = array<u32, 4>(0, 0, 0, 0);
|
||||
|
||||
var voxel_scale = N * N * N;
|
||||
var scale_exp = 3;
|
||||
let voxel_scale_lut = array<u32, 4>(
|
||||
1,
|
||||
N,
|
||||
N * N,
|
||||
N * N * N
|
||||
);
|
||||
|
||||
let dist = 1. / ray_dir;
|
||||
let origin = eye_pos * 256.;
|
||||
var pos = origin; // In voxel space
|
||||
let offset = - origin * dist;
|
||||
let wall_offset = select(vec3(0.), vec3(1.), ray_dir > vec3(0.));
|
||||
let step = select(vec3(-1), vec3(1), ray_dir > vec3(0.));
|
||||
var voxel_pos = clamp(vec3<u32>(floor(pos)), vec3(0), vec3(N * N * N * N - 1));
|
||||
let max = 60.;
|
||||
for(var iter = 0; iter < 256; iter++)
|
||||
{
|
||||
var child_pos = voxel_pos >> vec3<u32>(scale_exp * 2);
|
||||
var local_child_pos = child_pos & vec3<u32>(3);
|
||||
var child_idx = local_child_pos.x + local_child_pos.y * N + local_child_pos.z * N * N;
|
||||
|
||||
while (structure_tiles[node_tile_idx].children[child_idx] >> 31) != 0 && (u32(4 - scale_exp) < max_depth)
|
||||
{
|
||||
stack[scale_exp] = u32(node_tile_idx);
|
||||
scale_exp -= 1;
|
||||
voxel_scale = voxel_scale_lut[scale_exp];
|
||||
|
||||
node_tile_idx = structure_tiles[node_tile_idx].children[child_idx] & 0x3fffffff;
|
||||
|
||||
child_pos = voxel_pos >> vec3<u32>(scale_exp * 2);
|
||||
local_child_pos = child_pos & vec3<u32>(3);
|
||||
child_idx = local_child_pos.x + local_child_pos.y * N + local_child_pos.z * N * N;
|
||||
}
|
||||
|
||||
if color_tiles[node_tile_idx].colors[child_idx].w != 0
|
||||
{
|
||||
var res: TraverseResult;
|
||||
res.albedo = color_tiles[node_tile_idx].colors[child_idx];
|
||||
res.normal = vec3<f32>(normal);
|
||||
return res;
|
||||
// return vec4(0.5 * (dot(vec3<f32>(normal), vec3<f32>(1., 1., 1.)) + 1.2));
|
||||
// return color_tiles[node_tile_idx].colors[child_idx] * sample_mat(vec3<i32>(child_pos));
|
||||
// let color_lut = array<vec3<f32>, 4>(
|
||||
// vec3(1., 1., 0.2),
|
||||
// vec3(0.2, 1., 0.2),
|
||||
// vec3(0.2, 1., 1.),
|
||||
// vec3(1., 0.2, 1.),
|
||||
// );
|
||||
// return vec4(color_lut[scale_exp], 1.) * sample_mat(vec3<i32>(child_pos));
|
||||
// return color_tiles[node_tile_idx].colors[child_idx] * sample_mat(vec3<i32>(child_pos));
|
||||
// return inferno_quintic(f32(iter) / max);
|
||||
}
|
||||
|
||||
// Compute intersection
|
||||
let global_voxel = vec3<f32>(child_pos * voxel_scale);
|
||||
let cell_max = global_voxel + vec3<f32>(voxel_scale) * wall_offset;
|
||||
|
||||
let t1 = fma(dist, cell_max, offset);
|
||||
|
||||
let t_far = min(t1.x, min(t1.y, t1.z));
|
||||
|
||||
// Figure out which boundary we crossed to Figure out next neighbor
|
||||
normal = select(vec3(0.), vec3<f32>(step), vec3(t_far) == t1);
|
||||
let neighbor_min = vec3<i32>(global_voxel) + select(vec3(0), step * vec3<i32>(voxel_scale), vec3(t_far) == t1);
|
||||
let neighbor_max = neighbor_min + vec3<i32>(voxel_scale);
|
||||
pos = clamp(origin + t_far * ray_dir, vec3<f32>(neighbor_min), vec3<f32>(neighbor_max) - vec3<f32>(1.));
|
||||
//return vec4(vec3<f32>(neighbor_min) / 256., 1.);
|
||||
|
||||
voxel_pos = vec3<u32>(floor(pos));
|
||||
|
||||
let diff = vec3<u32>(pos + 256) ^ vec3<u32>(global_voxel + 256);
|
||||
let diff_exp = (firstLeadingBit((diff.x | diff.y | diff.z)) >> 1);
|
||||
|
||||
|
||||
if diff_exp > u32(scale_exp)
|
||||
{
|
||||
if diff_exp > 3
|
||||
{
|
||||
discard;
|
||||
//return viridis_quintic(f32(iter) / max);
|
||||
}
|
||||
|
||||
scale_exp = i32(diff_exp);
|
||||
voxel_scale = voxel_scale_lut[scale_exp];
|
||||
node_tile_idx = stack[scale_exp];
|
||||
}
|
||||
}
|
||||
|
||||
var res: TraverseResult;
|
||||
res.albedo = vec4(1., 0., 1., 1.);
|
||||
res.normal = vec3<f32>(1., 0., 0.);
|
||||
return res;
|
||||
}
|
||||
|
||||
//@fragment
|
||||
fn traverse(max_depth: u32, root_color: vec4<f32>, root_subdivided: bool, eye_pos: vec3<f32>, ray_dir: vec3<f32>) -> vec4<f32>
|
||||
{
|
||||
if max_depth == 0 || !root_subdivided
|
||||
{
|
||||
return root_color;
|
||||
}
|
||||
let chunk_size = N * N * N * N;
|
||||
let depth_child_size_lut = array<u32, 4>(N*N*N, N*N, N, 1);
|
||||
|
||||
var stack_nodes = array<i32, 4>(0, 0, 0, 0);
|
||||
var stack_child_pos = array<vec3<i32>, 4>(vec3(0), vec3(0), vec3(0), vec3(0));
|
||||
var stack_node_offset = array<vec3<i32>, 4>(vec3(0), vec3(0), vec3(0), vec3(0));
|
||||
var stack_ptr = 0;
|
||||
var current_child_size = chunk_size / N;
|
||||
var current_child_pos = vec3(0);
|
||||
var current_node_offset = vec3(0);
|
||||
var current_depth = 1;
|
||||
|
||||
var current_tile_index = 0;
|
||||
var current_children_data = structure_tiles[current_tile_index];
|
||||
var current_children_colors = color_tiles[current_tile_index];
|
||||
|
||||
// Intersection parameters
|
||||
let dist = 1. / ray_dir;
|
||||
var offset = - (eye_pos * f32(chunk_size)) * dist;
|
||||
|
||||
// Interesect with root
|
||||
let t0 = fma(dist, vec3<f32>(0.), offset);
|
||||
let t1 = fma(dist, vec3<f32>(chunk_size), offset);
|
||||
|
||||
let tmin = min(t0, t1);
|
||||
let tmax = max(t0, t1);
|
||||
|
||||
let t_near = max(max(tmin.x, max(tmin.y, tmin.z)), 0.);
|
||||
let t_far = min(tmax.x, min(tmax.y, tmax.z));
|
||||
|
||||
let step = select(vec3(-1), vec3(1), ray_dir > vec3(0.));
|
||||
|
||||
var start_pos = (eye_pos * f32(chunk_size)) + t_near * ray_dir;
|
||||
var hit_pos = start_pos;
|
||||
offset = - start_pos * dist;
|
||||
var t = 0.;
|
||||
|
||||
current_child_pos = vec3(
|
||||
clamp(i32(floor(start_pos.x)), 0, i32(chunk_size) - 1),
|
||||
clamp(i32(floor(start_pos.y)), 0, i32(chunk_size) - 1),
|
||||
clamp(i32(floor(start_pos.z)), 0, i32(chunk_size) - 1),
|
||||
) / i32(current_child_size);
|
||||
|
||||
//return vec4<f32>(vec3<f32>(current_child_pos) / 4., 1.);
|
||||
|
||||
for(var iter = 0; iter < 300; iter++)
|
||||
{
|
||||
// Retrieve current child information
|
||||
let child_index = current_child_pos.x + current_child_pos.y * i32(N) + current_child_pos.z * i32(N * N);
|
||||
|
||||
let child_u32 = current_children_data.children[child_index];
|
||||
let child_subdivided = (child_u32 >> 31) == 1;
|
||||
let child_color = current_children_colors.colors[child_index];
|
||||
|
||||
if child_color.w != 0. // Child is solid
|
||||
&& (max_depth == u32(current_depth) || !child_subdivided)
|
||||
{
|
||||
// Sample mat
|
||||
let voxel_pos = current_node_offset + current_child_pos * i32(current_child_size);
|
||||
//return vec4(child_color.xyz, 1.);
|
||||
return child_color+ vec4<f32>(vec3<f32>(f32(iter) / 200.), 1.);
|
||||
}
|
||||
|
||||
// Advance
|
||||
// Project current child
|
||||
let global_child_pos = current_child_pos * i32(current_child_size) + current_node_offset;
|
||||
|
||||
let t0 = fma(dist, vec3<f32>(global_child_pos), offset);
|
||||
let t1 = fma(dist, vec3<f32>(global_child_pos) + vec3<f32>(current_child_size), offset);
|
||||
|
||||
let tmin = min(t0, t1);
|
||||
let tmax = max(t0, t1);
|
||||
|
||||
let t_near = max(max(tmin.x, max(tmin.y, tmin.z)), 0.);
|
||||
let t_far = min(tmax.x, min(tmax.y, tmax.z));
|
||||
|
||||
if child_subdivided
|
||||
{
|
||||
// Push operation
|
||||
|
||||
stack_nodes[stack_ptr] = current_tile_index;
|
||||
stack_child_pos[stack_ptr] = current_child_pos;
|
||||
stack_node_offset[stack_ptr] = current_node_offset;
|
||||
stack_ptr ++;
|
||||
|
||||
// Retrieve child information
|
||||
current_tile_index = i32(child_u32 & 0x3fffffff);
|
||||
current_children_data = structure_tiles[current_tile_index];
|
||||
current_children_colors = color_tiles[current_tile_index];
|
||||
|
||||
// Determine child of the child
|
||||
let hit_pos = start_pos + ray_dir * t_near;
|
||||
|
||||
let next_node_offset = current_node_offset + current_child_pos * i32(current_child_size);
|
||||
let next_child_size = current_child_size / N;
|
||||
current_child_pos =
|
||||
(clamp(vec3<i32>(floor(hit_pos)), global_child_pos, global_child_pos + vec3(i32(current_child_size - 1))) - next_node_offset) / i32(next_child_size);
|
||||
|
||||
current_child_size = next_child_size;
|
||||
current_node_offset = next_node_offset;
|
||||
current_depth ++;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// ADVANCE
|
||||
let advance_mask = min_mask3i32(tmax);
|
||||
let next_child = current_child_pos + advance_mask * step;
|
||||
if any(next_child < vec3(0)) || any(next_child >= vec3(i32(N)))
|
||||
{
|
||||
|
||||
let aligned_child = select(vec3(0), vec3(i32(N)), vec3(step) > vec3(0));
|
||||
let masked_aligned = advance_mask * ((aligned_child * i32(current_child_size)) + current_node_offset);
|
||||
let exiting_axis = masked_aligned.x + masked_aligned.y + masked_aligned.z + 256;
|
||||
|
||||
// HARDCODED FOR N = 4
|
||||
let ctz = countTrailingZeros(exiting_axis) / 2;
|
||||
let exiting_depth = 4 - ctz;
|
||||
|
||||
if exiting_depth == 0 // Getting out of root
|
||||
{
|
||||
return vec4(f32(iter) / 200.);
|
||||
discard;
|
||||
}
|
||||
|
||||
// Restore destination depth
|
||||
current_depth = exiting_depth;
|
||||
stack_ptr = current_depth - 1;
|
||||
|
||||
current_tile_index = stack_nodes[stack_ptr];
|
||||
current_children_data = structure_tiles[current_tile_index];
|
||||
current_children_colors = color_tiles[current_tile_index];
|
||||
|
||||
current_node_offset = stack_node_offset[stack_ptr];
|
||||
current_child_pos = stack_child_pos[stack_ptr] + step * advance_mask;
|
||||
|
||||
current_child_size = depth_child_size_lut[current_depth - 1];
|
||||
}else{
|
||||
current_child_pos = next_child;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return vec4<f32>(100., 0., 100., 100.);
|
||||
}
|
||||
|
||||
fn sample_mat(pos: vec3<i32>) -> f32
|
||||
{
|
||||
var voxel = pos;
|
||||
var div = 1;
|
||||
var overlay = 1.;
|
||||
for(var i = 1; i <= 4; i++)
|
||||
{
|
||||
let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
|
||||
overlay -= select(0., 1. / (f32(i) * 2.5), x);
|
||||
div *= 4;
|
||||
}
|
||||
return overlay;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_tree_main(in: VertexOutput) -> @location(0) vec4<f32>
|
||||
{
|
||||
var hit_pos = vec3(0.);
|
||||
let dir = normalize(in.world_pos.xyz - in.eye_pos);
|
||||
let chunk_size = 4 * 4 * 4 * 4;
|
||||
|
||||
let aabb = intersectAABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
|
||||
let norm = -intersect_normal_AABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
|
||||
hit_pos = in.eye_pos + max(aabb.x, 0.) * dir - in.cube_pos;
|
||||
|
||||
let cube_color = vec3(1.);
|
||||
|
||||
var pos = hit_pos * f32(chunk_size);
|
||||
let step = vec3<i32>(
|
||||
select(-1, 1, dir.x > 0.),
|
||||
select(-1, 1, dir.y > 0.),
|
||||
select(-1, 1, dir.z > 0.)
|
||||
);
|
||||
|
||||
var voxel = vec3<i32>(
|
||||
clamp(i32(floor(pos.x)), 0, chunk_size - 1),
|
||||
clamp(i32(floor(pos.y)), 0, chunk_size - 1),
|
||||
clamp(i32(floor(pos.z)), 0, chunk_size - 1),
|
||||
);
|
||||
|
||||
var div = 1;
|
||||
var overlay = 1.;
|
||||
for(var i = 1; i <= 4; i++)
|
||||
{
|
||||
let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
|
||||
overlay -= select(0., 1. / (f32(i) * 2.5), x);
|
||||
div *= 4;
|
||||
}
|
||||
overlay = 1.;
|
||||
let max_depth = 4;
|
||||
let glob_dist = aabb.x / 1.5; // Pixel footprint
|
||||
let depth = clamp(4 - u32(floor(log(glob_dist) / log(4.))), 0, 4);
|
||||
let res = traverse2(depth, in.root_color, in.root_subdivided != 0, hit_pos, dir);
|
||||
return res.albedo * (dot(-res.normal, normalize(vec3(1., 2., 3.))) + 1.2) / 2.;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32>
|
||||
{
|
||||
let chunk_size = 32;
|
||||
|
||||
let dir = normalize(in.world_pos.xyz - in.eye_pos);
|
||||
|
||||
var hit_pos = vec3(0.);
|
||||
if all(in.eye_pos > in.cube_pos) && all(in.eye_pos < (in.cube_pos + vec3(1.)))
|
||||
{
|
||||
hit_pos = in.eye_pos - in.cube_pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
let aabb = intersectAABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
|
||||
hit_pos = in.eye_pos + aabb.x * dir - in.cube_pos;
|
||||
}
|
||||
|
||||
let cube_color = vec3(1.);
|
||||
|
||||
var pos = hit_pos * f32(chunk_size);
|
||||
let step = vec3<i32>(
|
||||
select(-1, 1, dir.x > 0.),
|
||||
select(-1, 1, dir.y > 0.),
|
||||
select(-1, 1, dir.z > 0.)
|
||||
);
|
||||
|
||||
var voxel = vec3<i32>(
|
||||
clamp(i32(floor(pos.x)), 0, chunk_size - 1),
|
||||
clamp(i32(floor(pos.y)), 0, chunk_size - 1),
|
||||
clamp(i32(floor(pos.z)), 0, chunk_size - 1),
|
||||
);
|
||||
|
||||
let tDelta = vec3<f32>(1.) / abs(dir);
|
||||
var dist = vec3(
|
||||
select(pos.x - f32(voxel.x), f32(voxel.x) + 1. - pos.x, step.x > 0),
|
||||
select(pos.y - f32(voxel.y), f32(voxel.y) + 1. - pos.y, step.y > 0),
|
||||
select(pos.z - f32(voxel.z), f32(voxel.z) + 1. - pos.z, step.z > 0),
|
||||
);
|
||||
var tMax = dist * tDelta;
|
||||
//var tMax = (ceil(vec3<f32>(step) * pos) - vec3<f32>(step) * pos) * tDelta;
|
||||
var t = 0.;
|
||||
|
||||
|
||||
// Loop
|
||||
loop
|
||||
{
|
||||
if any(voxel >= vec3<i32>(chunk_size)) || any(voxel < vec3<i32>(0))
|
||||
{
|
||||
discard;
|
||||
//break;
|
||||
}
|
||||
// Sample
|
||||
if is_voxel(voxel)
|
||||
{
|
||||
// Compute normal
|
||||
let voxel_center = vec3<f32>(voxel) + vec3(0.5);
|
||||
let pos = pos + t * dir;
|
||||
|
||||
let norm_dir = normalize(pos - voxel_center);
|
||||
let norm_dir_max = max_mask3 (abs(norm_dir));
|
||||
let norm = sign(norm_dir * norm_dir_max);
|
||||
|
||||
let color = (1.2 + dot(norm, vec3<f32>(0., 1., 0.))) * 0.5;
|
||||
return vec4(vec3<f32>(color) * cube_color, 1.);
|
||||
return vec4(vec3<f32>(color), 1.);
|
||||
}
|
||||
|
||||
// Select which to step
|
||||
let mask = min_mask3(tMax);
|
||||
let delta = tDelta * mask;
|
||||
|
||||
let next_t_vec = tMax * mask;
|
||||
t = next_t_vec.x + next_t_vec.y + next_t_vec.z;
|
||||
|
||||
tMax += delta;
|
||||
|
||||
voxel += step * vec3<i32>(mask);
|
||||
|
||||
}
|
||||
|
||||
// Ray direction
|
||||
return vec4<f32>(1., 0., 1., 1.);
|
||||
}
|
||||
|
||||
fn min_mask3(v: vec3<f32>) -> vec3<f32>
|
||||
{
|
||||
let min = min(v.x, min(v.y, v.z));
|
||||
|
||||
return vec3<f32>
|
||||
(
|
||||
select(0., 1., v.x == min),
|
||||
select(0., 1., v.y == min),
|
||||
select(0., 1., v.z == min),
|
||||
);
|
||||
}
|
||||
|
||||
fn min_mask3i32(v: vec3<f32>) -> vec3<i32>
|
||||
{
|
||||
let min = min(v.x, min(v.y, v.z));
|
||||
|
||||
return vec3<i32>
|
||||
(
|
||||
select(0, 1, v.x == min),
|
||||
select(0, 1, v.y == min),
|
||||
select(0, 1, v.z == min),
|
||||
);
|
||||
}
|
||||
|
||||
fn max_mask3(v: vec3<f32>) -> vec3<f32>
|
||||
{
|
||||
let max = max(v.x, max(v.y, v.z));
|
||||
|
||||
return vec3<f32>
|
||||
(
|
||||
select(0., 1., v.x == max),
|
||||
select(0., 1., v.y == max),
|
||||
select(0., 1., v.z == max),
|
||||
);
|
||||
}
|
||||
|
||||
fn intersectAABB(rayOrigin: vec3<f32>, rayDir: vec3<f32>, boxMin: vec3<f32>, boxMax: vec3<f32>) -> vec2<f32> {
|
||||
let tMin = (boxMin - rayOrigin) / rayDir;
|
||||
let tMax = (boxMax - rayOrigin) / rayDir;
|
||||
let t1 = min(tMin, tMax);
|
||||
let t2 = max(tMin, tMax);
|
||||
let tNear = max(max(t1.x, t1.y), t1.z);
|
||||
let tFar = min(min(t2.x, t2.y), t2.z);
|
||||
return vec2(tNear, tFar);
|
||||
};
|
||||
|
||||
fn intersect_normal_AABB(rayOrigin: vec3<f32>, rayDir: vec3<f32>, boxMin: vec3<f32>, boxMax: vec3<f32>) -> vec3<f32> {
|
||||
let tMin = (boxMin - rayOrigin) / rayDir;
|
||||
let tMax = (boxMax - rayOrigin) / rayDir;
|
||||
let t1 = min(tMin, tMax);
|
||||
let tNear = max(max(t1.x, t1.y), t1.z);
|
||||
return select(vec3(0), sign(rayDir), vec3(tNear) == t1);
|
||||
};
|
||||
|
||||
fn inferno_quintic( xx: f32 ) -> vec4<f32>
|
||||
{
|
||||
let x = saturate(xx);
|
||||
let x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
|
||||
let x2 = x1 * x1.w * x; // x4 x5 x6 x7
|
||||
return vec4(saturate( vec3(
|
||||
dot( x1.xyzw, vec4( -0.027780558, 1.228188385, 0.278906882, 3.892783760 ) ) + dot( x2.xy, vec2( -8.490712758, 4.069046086 ) ),
|
||||
dot( x1.xyzw, vec4( 0.014065206, 0.015360518, 1.605395918, -4.821108251 ) ) + dot( x2.xy, vec2( 8.389314011, -4.193858954 ) ),
|
||||
dot( x1.xyzw, vec4( -0.019628385, 3.122510347, -5.893222355, 2.798380308 ) ) + dot( x2.xy, vec2( -3.608884658, 4.324996022 ) ) ) ), 1.);
|
||||
}
|
||||
fn viridis_quintic( xx: f32 ) -> vec4<f32>
|
||||
{
|
||||
let x = saturate( xx );
|
||||
let x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
|
||||
let x2 = x1 * x1.w * x; // x4 x5 x6 x7
|
||||
return vec4(saturate( vec3(
|
||||
dot( x1.xyzw, vec4( 0.280268003, -0.143510503, 2.225793877, -14.815088879 ) ) + dot( x2.xy, vec2( 25.212752309, -11.772589584 ) ),
|
||||
dot( x1.xyzw, vec4( -0.002117546, 1.617109353, -1.909305070, 2.701152864 ) ) + dot( x2.xy, vec2( -1.685288385, 0.178738871 ) ),
|
||||
dot( x1.xyzw, vec4( 0.300805501, 2.614650302, -12.019139090, 28.933559110 ) ) + dot( x2.xy, vec2( -33.491294770, 13.762053843 ) ) ) ), 1.);
|
||||
}
|
||||
71
shaders_old/chunk.wgsl
Normal file
71
shaders_old/chunk.wgsl
Normal file
@ -0,0 +1,71 @@
|
||||
struct PushConstants
|
||||
{
|
||||
view_projection: mat4x4<f32>,
|
||||
transform: mat4x4<f32>,
|
||||
eye_position: vec3<f32>,
|
||||
}
|
||||
|
||||
var<push_constant> constants: PushConstants;
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
@builtin(position) pos: vec4<f32>,
|
||||
@location(0) eye_pos: vec3<f32>,
|
||||
@location(1) world_pos: vec3<f32>,
|
||||
@location(2) cube_pos: vec3<f32>,
|
||||
@location(3) root_color: vec4<f32>,
|
||||
@location(4) root_subdivided: u32
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vertex_main(@builtin(vertex_index) index: u32, @builtin(instance_index) instance_index: u32, @location(0) chunk_location: vec3<i32>) -> VertexOutput
|
||||
{
|
||||
|
||||
let cube_vertices = array<vec3<f32>, 8>(
|
||||
vec3<f32>(0., 0., 0.),
|
||||
vec3<f32>(0., 0., 1.),
|
||||
vec3<f32>(1., 0., 1.),
|
||||
vec3<f32>(1., 0., 0.),
|
||||
|
||||
vec3<f32>(0., 1., 0.),
|
||||
vec3<f32>(0., 1., 1.),
|
||||
vec3<f32>(1., 1., 1.),
|
||||
vec3<f32>(1., 1., 0.),
|
||||
);
|
||||
|
||||
let cube_faces = array<u32, 24>(
|
||||
// Bottom face
|
||||
1, 0, 2, 3,
|
||||
|
||||
// Top face
|
||||
4, 5, 7, 6,
|
||||
|
||||
// Side faces
|
||||
0, 1, 4, 5,
|
||||
1, 2, 5, 6,
|
||||
2, 3, 6, 7,
|
||||
3, 0, 7, 4,
|
||||
);
|
||||
|
||||
let quad_index = index / (3 * 2);
|
||||
let triangle_index = index % (3 * 2);
|
||||
let triangle_map = array<u32, 6>(
|
||||
0, 1, 2, 1, 3, 2
|
||||
);
|
||||
|
||||
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
|
||||
|
||||
var output: VertexOutput;
|
||||
output.pos = constants.view_projection * constants.transform * vec4<f32>(vertex + vec3<f32>(chunk_location), 1.);
|
||||
output.eye_pos = constants.eye_position;
|
||||
output.world_pos = (constants.transform * vec4<f32>(vertex + vec3<f32>(chunk_location), 1.)).xyz;
|
||||
//output.cube_pos = offset;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main() -> @location(0) vec4<f32>
|
||||
{
|
||||
return vec4(1.);
|
||||
}
|
||||
81
shaders_old/cube.wgsl
Normal file
81
shaders_old/cube.wgsl
Normal file
@ -0,0 +1,81 @@
|
||||
struct PushConstants
|
||||
{
|
||||
view_projection: mat4x4<f32>,
|
||||
transform: mat4x4<f32>,
|
||||
eye_position: vec3<f32>,
|
||||
root_color: vec4<f32>,
|
||||
root_subdivided: u32,
|
||||
}
|
||||
|
||||
var<push_constant> constants: PushConstants;
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
@builtin(position) pos: vec4<f32>,
|
||||
@location(0) eye_pos: vec3<f32>,
|
||||
@location(1) world_pos: vec3<f32>,
|
||||
@location(2) cube_pos: vec3<f32>,
|
||||
@location(3) root_color: vec4<f32>,
|
||||
@location(4) root_subdivided: u32
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vertex_main(@builtin(vertex_index) index: u32, @builtin(instance_index) instance_index: u32) -> VertexOutput
|
||||
{
|
||||
let side_length = u32(100);
|
||||
let offset = vec3<f32>(vec3<u32>(
|
||||
instance_index % side_length,
|
||||
(instance_index / side_length) % side_length,
|
||||
instance_index / (side_length * side_length)
|
||||
));
|
||||
|
||||
let cube_vertices = array<vec3<f32>, 8>(
|
||||
vec3<f32>(0., 0., 0.),
|
||||
vec3<f32>(0., 0., 1.),
|
||||
vec3<f32>(1., 0., 1.),
|
||||
vec3<f32>(1., 0., 0.),
|
||||
|
||||
vec3<f32>(0., 1., 0.),
|
||||
vec3<f32>(0., 1., 1.),
|
||||
vec3<f32>(1., 1., 1.),
|
||||
vec3<f32>(1., 1., 0.),
|
||||
);
|
||||
|
||||
let cube_faces = array<u32, 24>(
|
||||
// Bottom face
|
||||
1, 0, 2, 3,
|
||||
|
||||
// Top face
|
||||
4, 5, 7, 6,
|
||||
|
||||
// Side faces
|
||||
0, 1, 4, 5,
|
||||
1, 2, 5, 6,
|
||||
2, 3, 6, 7,
|
||||
3, 0, 7, 4,
|
||||
);
|
||||
|
||||
let quad_index = index / (3 * 2);
|
||||
let triangle_index = index % (3 * 2);
|
||||
let triangle_map = array<u32, 6>(
|
||||
0, 1, 2, 1, 3, 2
|
||||
);
|
||||
|
||||
let vertex = cube_vertices[cube_faces[quad_index * 4 + triangle_map[triangle_index]]];
|
||||
|
||||
var output: VertexOutput;
|
||||
output.pos = constants.view_projection * constants.transform * vec4<f32>(vertex + offset, 1.);
|
||||
output.eye_pos = constants.eye_position;
|
||||
output.world_pos = (constants.transform * vec4<f32>(vertex + offset, 1.)).xyz;
|
||||
output.cube_pos = offset;
|
||||
|
||||
output.root_color = constants.root_color;
|
||||
output.root_subdivided = constants.root_subdivided;
|
||||
return output;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main() -> @location(0) vec4<f32>
|
||||
{
|
||||
return vec4(1.);
|
||||
}
|
||||
30
shaders_old/lighting.wgsl
Normal file
30
shaders_old/lighting.wgsl
Normal file
@ -0,0 +1,30 @@
|
||||
|
||||
@vertex
|
||||
fn vertex_main(@builtin(vertex_index) vertex_id: u32) -> @builtin(position) vec4<f32>
|
||||
{
|
||||
|
||||
let vertices = array<vec2<f32>, 3>(
|
||||
vec2(-1., -3.),
|
||||
vec2(-1., 1.),
|
||||
vec2(3., 1.),
|
||||
);
|
||||
|
||||
return vec4(vertices[vertex_id], 0., 1.);
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var albedo_tex: texture_storage_2d<rgba32float, read>;
|
||||
@group(0) @binding(1) var position_tex: texture_storage_2d<rgba32float, read>;
|
||||
@group(0) @binding(2) var normal_tex: texture_storage_2d<rgba32float, read>;
|
||||
@group(0) @binding(3) var depth_tex: texture_depth_2d;
|
||||
|
||||
@fragment
|
||||
fn fragment_main(@builtin(position) screen_position: vec4<f32>) -> @location(0) vec4<f32>
|
||||
{
|
||||
let texel_position = vec2<u32>(screen_position.xy);
|
||||
|
||||
let albedo = textureLoad(albedo_tex, texel_position);
|
||||
let position = textureLoad(position_tex, texel_position);
|
||||
let normal = textureLoad(normal_tex, texel_position);
|
||||
let depth = textureLoad(depth_tex, texel_position, 0);
|
||||
return vec4(depth / 1000.);
|
||||
}
|
||||
278
shaders_old/voxel_rt.wgsl
Normal file
278
shaders_old/voxel_rt.wgsl
Normal file
@ -0,0 +1,278 @@
|
||||
struct VertexOutput
|
||||
{
|
||||
@builtin(position) pos: vec4<f32>,
|
||||
@location(0) eye_pos: vec3<f32>,
|
||||
@location(1) world_pos: vec3<f32>,
|
||||
@location(2) cube_pos: vec3<f32>,
|
||||
@location(3) root_color: vec4<f32>,
|
||||
@location(4) root_subdivided: u32
|
||||
}
|
||||
|
||||
const N: u32 = 4;
|
||||
const N3: u32 = N * N * N;
|
||||
const MAX_DEPTH: u32 = 4;
|
||||
|
||||
struct StructureTile
|
||||
{
|
||||
children: array<u32, 64>,
|
||||
}
|
||||
|
||||
struct ColorTile
|
||||
{
|
||||
colors: array<vec4<f32>, 64>
|
||||
}
|
||||
|
||||
// BG
|
||||
@group(0) @binding(0) var<storage> structure_tiles : array<StructureTile>;
|
||||
@group(0) @binding(1) var<storage> color_tiles : array<ColorTile>;
|
||||
|
||||
struct TraverseResult
|
||||
{
|
||||
albedo: vec4<f32>,
|
||||
normal: vec3<f32>,
|
||||
position: vec3<f32>,
|
||||
}
|
||||
|
||||
fn traverse(max_depth: u32, root_color: vec4<f32>, root_subdivided: bool, eye_pos: vec3<f32>, ray_dir: vec3<f32>) -> TraverseResult
|
||||
{
|
||||
var normal = max_mask3(eye_pos) * sign(ray_dir);
|
||||
if max_depth == 0 || !root_subdivided
|
||||
{
|
||||
var res: TraverseResult;
|
||||
res.albedo = root_color;
|
||||
res.normal = normal;
|
||||
res.position = eye_pos;
|
||||
return res;
|
||||
//return viridis_quintic(0.);
|
||||
}
|
||||
|
||||
// var node_structs = structure_tiles[0];
|
||||
// var node_colors = color_tiles[0];
|
||||
var node_tile_idx = u32(0);
|
||||
var stack = array<u32, 4>(0, 0, 0, 0);
|
||||
|
||||
var voxel_scale = N * N * N;
|
||||
var scale_exp = 3;
|
||||
let voxel_scale_lut = array<u32, 4>(
|
||||
1,
|
||||
N,
|
||||
N * N,
|
||||
N * N * N
|
||||
);
|
||||
|
||||
let dist = 1. / ray_dir;
|
||||
let origin = eye_pos * 256.;
|
||||
var pos = origin; // In voxel space
|
||||
let offset = - origin * dist;
|
||||
let wall_offset = select(vec3(0.), vec3(1.), ray_dir > vec3(0.));
|
||||
let step = select(vec3(-1), vec3(1), ray_dir > vec3(0.));
|
||||
var voxel_pos = clamp(vec3<u32>(floor(pos)), vec3(0), vec3(N * N * N * N - 1));
|
||||
let max = 60.;
|
||||
for(var iter = 0; iter < 256; iter++)
|
||||
{
|
||||
var child_pos = voxel_pos >> vec3<u32>(scale_exp * 2);
|
||||
var local_child_pos = child_pos & vec3<u32>(3);
|
||||
var child_idx = local_child_pos.x + local_child_pos.y * N + local_child_pos.z * N * N;
|
||||
|
||||
while (structure_tiles[node_tile_idx].children[child_idx] >> 31) != 0 && (u32(4 - scale_exp) < max_depth)
|
||||
{
|
||||
stack[scale_exp] = u32(node_tile_idx);
|
||||
scale_exp -= 1;
|
||||
voxel_scale = voxel_scale_lut[scale_exp];
|
||||
|
||||
node_tile_idx = structure_tiles[node_tile_idx].children[child_idx] & 0x3fffffff;
|
||||
|
||||
child_pos = voxel_pos >> vec3<u32>(scale_exp * 2);
|
||||
local_child_pos = child_pos & vec3<u32>(3);
|
||||
child_idx = local_child_pos.x + local_child_pos.y * N + local_child_pos.z * N * N;
|
||||
}
|
||||
|
||||
if color_tiles[node_tile_idx].colors[child_idx].w != 0
|
||||
{
|
||||
var res: TraverseResult;
|
||||
res.albedo = color_tiles[node_tile_idx].colors[child_idx];
|
||||
res.normal = vec3<f32>(normal);
|
||||
res.position = pos;
|
||||
return res;
|
||||
// return vec4(0.5 * (dot(vec3<f32>(normal), vec3<f32>(1., 1., 1.)) + 1.2));
|
||||
// return color_tiles[node_tile_idx].colors[child_idx] * sample_mat(vec3<i32>(child_pos));
|
||||
// let color_lut = array<vec3<f32>, 4>(
|
||||
// vec3(1., 1., 0.2),
|
||||
// vec3(0.2, 1., 0.2),
|
||||
// vec3(0.2, 1., 1.),
|
||||
// vec3(1., 0.2, 1.),
|
||||
// );
|
||||
// return vec4(color_lut[scale_exp], 1.) * sample_mat(vec3<i32>(child_pos));
|
||||
// return color_tiles[node_tile_idx].colors[child_idx] * sample_mat(vec3<i32>(child_pos));
|
||||
// return inferno_quintic(f32(iter) / max);
|
||||
}
|
||||
|
||||
// Compute intersection
|
||||
let global_voxel = vec3<f32>(child_pos * voxel_scale);
|
||||
let cell_max = global_voxel + vec3<f32>(voxel_scale) * wall_offset;
|
||||
|
||||
let t1 = fma(dist, cell_max, offset);
|
||||
|
||||
let t_far = min(t1.x, min(t1.y, t1.z));
|
||||
|
||||
// Figure out which boundary we crossed to Figure out next neighbor
|
||||
normal = select(vec3(0.), vec3<f32>(step), vec3(t_far) == t1);
|
||||
let neighbor_min = vec3<i32>(global_voxel) + select(vec3(0), step * vec3<i32>(voxel_scale), vec3(t_far) == t1);
|
||||
let neighbor_max = neighbor_min + vec3<i32>(voxel_scale);
|
||||
pos = clamp(origin + t_far * ray_dir, vec3<f32>(neighbor_min), vec3<f32>(neighbor_max) - vec3<f32>(1.));
|
||||
//return vec4(vec3<f32>(neighbor_min) / 256., 1.);
|
||||
|
||||
voxel_pos = vec3<u32>(floor(pos));
|
||||
|
||||
let diff = vec3<u32>(pos + 256) ^ vec3<u32>(global_voxel + 256);
|
||||
let diff_exp = (firstLeadingBit((diff.x | diff.y | diff.z)) >> 1);
|
||||
|
||||
|
||||
if diff_exp > u32(scale_exp)
|
||||
{
|
||||
if diff_exp > 3
|
||||
{
|
||||
discard;
|
||||
//return viridis_quintic(f32(iter) / max);
|
||||
}
|
||||
|
||||
scale_exp = i32(diff_exp);
|
||||
voxel_scale = voxel_scale_lut[scale_exp];
|
||||
node_tile_idx = stack[scale_exp];
|
||||
}
|
||||
}
|
||||
|
||||
var res: TraverseResult;
|
||||
res.albedo = vec4(1., 0., 1., 1.);
|
||||
res.normal = vec3<f32>(1., 0., 0.);
|
||||
return res;
|
||||
}
|
||||
|
||||
struct FragmentOutput
|
||||
{
|
||||
@location(0) albedo: vec4<f32>,
|
||||
@location(1) position: vec4<f32>,
|
||||
@location(2) normal: vec4<f32>,
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(in: VertexOutput) -> FragmentOutput
|
||||
{
|
||||
var hit_pos = vec3(0.);
|
||||
let dir = normalize(in.world_pos.xyz - in.eye_pos);
|
||||
let chunk_size = 4 * 4 * 4 * 4;
|
||||
|
||||
let aabb = intersectAABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
|
||||
let norm = -intersect_normal_AABB(in.eye_pos, dir, in.cube_pos, in.cube_pos + vec3(1.));
|
||||
hit_pos = in.eye_pos + max(aabb.x, 0.) * dir - in.cube_pos;
|
||||
|
||||
let cube_color = vec3(1.);
|
||||
|
||||
var pos = hit_pos * f32(chunk_size);
|
||||
let step = vec3<i32>(
|
||||
select(-1, 1, dir.x > 0.),
|
||||
select(-1, 1, dir.y > 0.),
|
||||
select(-1, 1, dir.z > 0.)
|
||||
);
|
||||
|
||||
var voxel = vec3<i32>(
|
||||
clamp(i32(floor(pos.x)), 0, chunk_size - 1),
|
||||
clamp(i32(floor(pos.y)), 0, chunk_size - 1),
|
||||
clamp(i32(floor(pos.z)), 0, chunk_size - 1),
|
||||
);
|
||||
|
||||
var div = 1;
|
||||
var overlay = 1.;
|
||||
for(var i = 1; i <= 4; i++)
|
||||
{
|
||||
let x = (voxel.x / div + voxel.y / div + voxel.z / div) % 2 == 0;
|
||||
overlay -= select(0., 1. / (f32(i) * 2.5), x);
|
||||
div *= 4;
|
||||
}
|
||||
overlay = 1.;
|
||||
let max_depth = 4;
|
||||
let glob_dist = aabb.x / 1.5; // Pixel footprint
|
||||
let depth = clamp(4 - u32(floor(log(glob_dist) / log(4.))), 0, 4);
|
||||
let res = traverse(depth, in.root_color, in.root_subdivided != 0, hit_pos, dir);
|
||||
|
||||
var output: FragmentOutput;
|
||||
output.albedo = res.albedo;
|
||||
output.normal= vec4(-res.normal, 1.);
|
||||
output.position = vec4(res.position, 1.);
|
||||
return output;
|
||||
}
|
||||
|
||||
fn min_mask3(v: vec3<f32>) -> vec3<f32>
|
||||
{
|
||||
let min = min(v.x, min(v.y, v.z));
|
||||
|
||||
return vec3<f32>
|
||||
(
|
||||
select(0., 1., v.x == min),
|
||||
select(0., 1., v.y == min),
|
||||
select(0., 1., v.z == min),
|
||||
);
|
||||
}
|
||||
|
||||
fn min_mask3i32(v: vec3<f32>) -> vec3<i32>
|
||||
{
|
||||
let min = min(v.x, min(v.y, v.z));
|
||||
|
||||
return vec3<i32>
|
||||
(
|
||||
select(0, 1, v.x == min),
|
||||
select(0, 1, v.y == min),
|
||||
select(0, 1, v.z == min),
|
||||
);
|
||||
}
|
||||
|
||||
fn max_mask3(v: vec3<f32>) -> vec3<f32>
|
||||
{
|
||||
let max = max(v.x, max(v.y, v.z));
|
||||
|
||||
return vec3<f32>
|
||||
(
|
||||
select(0., 1., v.x == max),
|
||||
select(0., 1., v.y == max),
|
||||
select(0., 1., v.z == max),
|
||||
);
|
||||
}
|
||||
|
||||
fn intersectAABB(rayOrigin: vec3<f32>, rayDir: vec3<f32>, boxMin: vec3<f32>, boxMax: vec3<f32>) -> vec2<f32> {
|
||||
let tMin = (boxMin - rayOrigin) / rayDir;
|
||||
let tMax = (boxMax - rayOrigin) / rayDir;
|
||||
let t1 = min(tMin, tMax);
|
||||
let t2 = max(tMin, tMax);
|
||||
let tNear = max(max(t1.x, t1.y), t1.z);
|
||||
let tFar = min(min(t2.x, t2.y), t2.z);
|
||||
return vec2(tNear, tFar);
|
||||
};
|
||||
|
||||
fn intersect_normal_AABB(rayOrigin: vec3<f32>, rayDir: vec3<f32>, boxMin: vec3<f32>, boxMax: vec3<f32>) -> vec3<f32> {
|
||||
let tMin = (boxMin - rayOrigin) / rayDir;
|
||||
let tMax = (boxMax - rayOrigin) / rayDir;
|
||||
let t1 = min(tMin, tMax);
|
||||
let tNear = max(max(t1.x, t1.y), t1.z);
|
||||
return select(vec3(0), sign(rayDir), vec3(tNear) == t1);
|
||||
};
|
||||
|
||||
fn inferno_quintic( xx: f32 ) -> vec4<f32>
|
||||
{
|
||||
let x = saturate(xx);
|
||||
let x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
|
||||
let x2 = x1 * x1.w * x; // x4 x5 x6 x7
|
||||
return vec4(saturate( vec3(
|
||||
dot( x1.xyzw, vec4( -0.027780558, 1.228188385, 0.278906882, 3.892783760 ) ) + dot( x2.xy, vec2( -8.490712758, 4.069046086 ) ),
|
||||
dot( x1.xyzw, vec4( 0.014065206, 0.015360518, 1.605395918, -4.821108251 ) ) + dot( x2.xy, vec2( 8.389314011, -4.193858954 ) ),
|
||||
dot( x1.xyzw, vec4( -0.019628385, 3.122510347, -5.893222355, 2.798380308 ) ) + dot( x2.xy, vec2( -3.608884658, 4.324996022 ) ) ) ), 1.);
|
||||
}
|
||||
fn viridis_quintic( xx: f32 ) -> vec4<f32>
|
||||
{
|
||||
let x = saturate( xx );
|
||||
let x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
|
||||
let x2 = x1 * x1.w * x; // x4 x5 x6 x7
|
||||
return vec4(saturate( vec3(
|
||||
dot( x1.xyzw, vec4( 0.280268003, -0.143510503, 2.225793877, -14.815088879 ) ) + dot( x2.xy, vec2( 25.212752309, -11.772589584 ) ),
|
||||
dot( x1.xyzw, vec4( -0.002117546, 1.617109353, -1.909305070, 2.701152864 ) ) + dot( x2.xy, vec2( -1.685288385, 0.178738871 ) ),
|
||||
dot( x1.xyzw, vec4( 0.300805501, 2.614650302, -12.019139090, 28.933559110 ) ) + dot( x2.xy, vec2( -33.491294770, 13.762053843 ) ) ) ), 1.);
|
||||
}
|
||||
Reference in New Issue
Block a user