shaderexp: add initial shader explorer tool (#245)
* shaderexp: first commit * shaderexp: further improve error handling * shaderexp: attribute ray_marching example Signed-off-by: Stephen Gutekanst <stephen@hexops.com> Co-authored-by: Stephen Gutekanst <stephen@hexops.com>
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shaderexp/example-shaders/ray_marching.wgsl
Executable file
98
shaderexp/example-shaders/ray_marching.wgsl
Executable file
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// A slight modification / translation of https://www.shadertoy.com/view/XlGBW3
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// to WGSL.
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// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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struct UniformBufferObject {
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resolution: vec2<f32>,
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time: f32,
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}
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@group(0) @binding(0) var<uniform> ubo : UniformBufferObject;
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fn getDist(p:vec3<f32>) -> f32{
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let dist_from_center:f32 = 2.*sin(ubo.time * 3.);
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let rotation_speed:f32 = 6.;
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let sphere1 = vec4<f32>(dist_from_center*cos(rotation_speed*ubo.time + 3.14159 * 0. * 2. / 3.),1.1, dist_from_center*sin(rotation_speed*ubo.time + 3.14159 + 3.14159 * 0. * 2. / 3.),1.);
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let sphere2 = vec4<f32>(dist_from_center*cos(rotation_speed*ubo.time + 3.14159 * 1. * 2. / 3.),1.1, dist_from_center*sin(rotation_speed*ubo.time + 3.14159 + 3.14159 * 1. * 2. / 3.),1.);
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let sphere3 = vec4<f32>(dist_from_center*cos(rotation_speed*ubo.time + 3.14159 * 2. * 2. / 3.),1.1, dist_from_center*sin(rotation_speed*ubo.time + 3.14159 + 3.14159 * 2. * 2. / 3.),1.);
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let sphere1_dist:f32 = length(p - sphere1.xyz) - sphere1.w;
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let sphere2_dist:f32 = length(p - sphere2.xyz) - sphere2.w;
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let sphere3_dist:f32 = length(p - sphere3.xyz) - sphere3.w;
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let plane_dist = p.y;
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return min(min(min(sphere1_dist,sphere2_dist),sphere3_dist),plane_dist);
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}
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fn rayMarch(ro:vec3<f32>, rd:vec3<f32>) -> f32{
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let MAX_STEPS:i32 = 100;
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let MAX_DIST:f32 = 100.0;
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let SURF_DIST:f32 = 0.01;
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var d:f32 = 0.0;
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var i: i32 = 0;
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loop {
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if(i >= MAX_STEPS){
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break;
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}
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let p = ro + rd * d;
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let ds = getDist(p);
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d = d + ds;
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if(d > MAX_DIST || ds <= SURF_DIST){
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break;
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}
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i = i + 1;
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}
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return d;
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}
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fn getNormal(p:vec3<f32>) -> vec3<f32>{
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let d = getDist(p);
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let e = vec2<f32>(0.1,0.0);
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// We can find the normal using the points around the hit point
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let n = d - vec3<f32>(
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getDist(p-e.xyy),
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getDist(p-e.yxy),
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getDist(p-e.yyx)
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);
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return normalize(n);
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}
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fn getLight(p:vec3<f32>) -> f32{
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let SURF_DIST:f32 = .01;
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let light_pos = vec3<f32>(0.,5.,0.);
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let l = normalize(light_pos - p) * 1.;
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let n = getNormal(p);
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var dif = clamp(dot(n,l),.0,1.);
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let d = rayMarch(p + n * SURF_DIST * 2.,l);
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if(d<length(light_pos - p)){
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dif = dif * .1;
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}
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return dif;
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}
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@stage(fragment) fn main(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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let aspect = ubo.resolution / min(ubo.resolution.x,ubo.resolution.y);
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let tmp_uv = (uv - vec2(0.5,0.5)) * aspect * 2.0;
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var col = vec3<f32>(0.0);
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let r_origin = vec3<f32>(4.0,3.,.0);
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let r_dir = normalize(vec3<f32>(-1.0,tmp_uv.y,tmp_uv.x));
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let d = rayMarch(r_origin,r_dir);
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col = vec3<f32>(d / 8.);
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let p = r_origin + r_dir * d;
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let diff = getLight(p);
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col = vec3<f32>(diff , 0.,0.);
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return vec4<f32>(col,0.0);
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}
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