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>
This commit is contained in:
PiergiorgioZagaria 2022-04-21 13:44:02 +02:00 committed by GitHub
parent 8d574e772c
commit 8df8b043ad
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9 changed files with 646 additions and 0 deletions

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shaderexp/frag.wgsl Executable file
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struct UniformBufferObject {
resolution: vec2<f32>,
time: f32,
}
@group(0) @binding(0) var<uniform> ubo : UniformBufferObject;
fn getDist(p:vec3<f32>) -> f32{
let dist_from_center:f32 = 2.*sin(ubo.time * 3.);
let rotation_speed:f32 = 6.;
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.);
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.);
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.);
let sphere1_dist:f32 = length(p - sphere1.xyz) - sphere1.w;
let sphere2_dist:f32 = length(p - sphere2.xyz) - sphere2.w;
let sphere3_dist:f32 = length(p - sphere3.xyz) - sphere3.w;
let plane_dist = p.y;
return min(min(min(sphere1_dist,sphere2_dist),sphere3_dist),plane_dist);
}
fn rayMarch(ro:vec3<f32>, rd:vec3<f32>) -> f32{
let MAX_STEPS:i32 = 100;
let MAX_DIST:f32 = 100.0;
let SURF_DIST:f32 = 0.01;
var d:f32 = 0.0;
var i: i32 = 0;
loop {
if(i >= MAX_STEPS){
break;
}
let p = ro + rd * d;
let ds = getDist(p);
d = d + ds;
if(d > MAX_DIST || ds <= SURF_DIST){
break;
}
i = i + 1;
}
return d;
}
fn getNormal(p:vec3<f32>) -> vec3<f32>{
let d = getDist(p);
let e = vec2<f32>(0.1,0.0);
// We can find the normal using the points around the hit point
let n = d - vec3<f32>(
getDist(p-e.xyy),
getDist(p-e.yxy),
getDist(p-e.yyx)
);
return normalize(n);
}
fn getLight(p:vec3<f32>) -> f32{
let SURF_DIST:f32 = .01;
let light_pos = vec3<f32>(0.,5.,0.);
let l = normalize(light_pos - p) * 1.;
let n = getNormal(p);
var dif = clamp(dot(n,l),.0,1.);
let d = rayMarch(p + n * SURF_DIST * 2.,l);
if(d<length(light_pos - p)){
dif = dif * .1;
}
return dif;
}
@stage(fragment) fn main(
@location(0) uv : vec2<f32>
) -> @location(0) vec4<f32> {
let aspect = ubo.resolution / min(ubo.resolution.x,ubo.resolution.y);
let tmp_uv = (uv - vec2(0.5,0.5)) * aspect * 2.0;
var col = vec3<f32>(0.0);
let r_origin = vec3<f32>(4.0,3.,.0);
let r_dir = normalize(vec3<f32>(-1.0,tmp_uv.y,tmp_uv.x));
let d = rayMarch(r_origin,r_dir);
col = vec3<f32>(d / 8.);
let p = r_origin + r_dir * d;
let diff = getLight(p);
col = vec3<f32>(0.0, diff, 0.0);
return vec4<f32>(col,0.0);
}