169 lines
6.9 KiB
WebGPU Shading Language
169 lines
6.9 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::mesh_functions
|
|
|
|
#import bevy_pbr::{
|
|
mesh_view_bindings::{
|
|
view,
|
|
visibility_ranges,
|
|
VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE
|
|
},
|
|
mesh_bindings::mesh,
|
|
mesh_types::MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT,
|
|
view_transformations::position_world_to_clip,
|
|
}
|
|
#import bevy_render::maths::{affine3_to_square, mat2x4_f32_to_mat3x3_unpack}
|
|
|
|
#ifndef MESHLET_MESH_MATERIAL_PASS
|
|
|
|
fn get_world_from_local(instance_index: u32) -> mat4x4<f32> {
|
|
return affine3_to_square(mesh[instance_index].world_from_local);
|
|
}
|
|
|
|
fn get_previous_world_from_local(instance_index: u32) -> mat4x4<f32> {
|
|
return affine3_to_square(mesh[instance_index].previous_world_from_local);
|
|
}
|
|
|
|
fn get_local_from_world(instance_index: u32) -> mat4x4<f32> {
|
|
// the model matrix is translation * rotation * scale
|
|
// the inverse is then scale^-1 * rotation ^-1 * translation^-1
|
|
// the 3x3 matrix only contains the information for the rotation and scale
|
|
let inverse_model_3x3 = transpose(mat2x4_f32_to_mat3x3_unpack(
|
|
mesh[instance_index].local_from_world_transpose_a,
|
|
mesh[instance_index].local_from_world_transpose_b,
|
|
));
|
|
// construct scale^-1 * rotation^-1 from the 3x3
|
|
let inverse_model_4x4_no_trans = mat4x4<f32>(
|
|
vec4(inverse_model_3x3[0], 0.0),
|
|
vec4(inverse_model_3x3[1], 0.0),
|
|
vec4(inverse_model_3x3[2], 0.0),
|
|
vec4(0.0,0.0,0.0,1.0)
|
|
);
|
|
// we can get translation^-1 by negating the translation of the model
|
|
let model = get_world_from_local(instance_index);
|
|
let inverse_model_4x4_only_trans = mat4x4<f32>(
|
|
vec4(1.0,0.0,0.0,0.0),
|
|
vec4(0.0,1.0,0.0,0.0),
|
|
vec4(0.0,0.0,1.0,0.0),
|
|
vec4(-model[3].xyz, 1.0)
|
|
);
|
|
|
|
return inverse_model_4x4_no_trans * inverse_model_4x4_only_trans;
|
|
}
|
|
|
|
#endif // MESHLET_MESH_MATERIAL_PASS
|
|
|
|
fn mesh_position_local_to_world(world_from_local: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
|
|
return world_from_local * vertex_position;
|
|
}
|
|
|
|
// NOTE: The intermediate world_position assignment is important
|
|
// for precision purposes when using the 'equals' depth comparison
|
|
// function.
|
|
fn mesh_position_local_to_clip(world_from_local: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
|
|
let world_position = mesh_position_local_to_world(world_from_local, vertex_position);
|
|
return position_world_to_clip(world_position.xyz);
|
|
}
|
|
|
|
#ifndef MESHLET_MESH_MATERIAL_PASS
|
|
|
|
fn mesh_normal_local_to_world(vertex_normal: vec3<f32>, instance_index: u32) -> vec3<f32> {
|
|
// NOTE: The mikktspace method of normal mapping requires that the world normal is
|
|
// re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents
|
|
// and normal maps so that the exact inverse process is applied when shading. Blender, Unity,
|
|
// Unreal Engine, Godot, and more all use the mikktspace method.
|
|
// We only skip normalization for invalid normals so that they don't become NaN.
|
|
// Do not change this code unless you really know what you are doing.
|
|
// http://www.mikktspace.com/
|
|
if any(vertex_normal != vec3<f32>(0.0)) {
|
|
return normalize(
|
|
mat2x4_f32_to_mat3x3_unpack(
|
|
mesh[instance_index].local_from_world_transpose_a,
|
|
mesh[instance_index].local_from_world_transpose_b,
|
|
) * vertex_normal
|
|
);
|
|
} else {
|
|
return vertex_normal;
|
|
}
|
|
}
|
|
|
|
#endif // MESHLET_MESH_MATERIAL_PASS
|
|
|
|
// Calculates the sign of the determinant of the 3x3 model matrix based on a
|
|
// mesh flag
|
|
fn sign_determinant_model_3x3m(mesh_flags: u32) -> f32 {
|
|
// bool(u32) is false if 0u else true
|
|
// f32(bool) is 1.0 if true else 0.0
|
|
// * 2.0 - 1.0 remaps 0.0 or 1.0 to -1.0 or 1.0 respectively
|
|
return f32(bool(mesh_flags & MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT)) * 2.0 - 1.0;
|
|
}
|
|
|
|
#ifndef MESHLET_MESH_MATERIAL_PASS
|
|
|
|
fn mesh_tangent_local_to_world(world_from_local: mat4x4<f32>, vertex_tangent: vec4<f32>, instance_index: u32) -> vec4<f32> {
|
|
// NOTE: The mikktspace method of normal mapping requires that the world tangent is
|
|
// re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents
|
|
// and normal maps so that the exact inverse process is applied when shading. Blender, Unity,
|
|
// Unreal Engine, Godot, and more all use the mikktspace method.
|
|
// We only skip normalization for invalid tangents so that they don't become NaN.
|
|
// Do not change this code unless you really know what you are doing.
|
|
// http://www.mikktspace.com/
|
|
if any(vertex_tangent != vec4<f32>(0.0)) {
|
|
return vec4<f32>(
|
|
normalize(
|
|
mat3x3<f32>(
|
|
world_from_local[0].xyz,
|
|
world_from_local[1].xyz,
|
|
world_from_local[2].xyz,
|
|
) * vertex_tangent.xyz
|
|
),
|
|
// NOTE: Multiplying by the sign of the determinant of the 3x3 model matrix accounts for
|
|
// situations such as negative scaling.
|
|
vertex_tangent.w * sign_determinant_model_3x3m(mesh[instance_index].flags)
|
|
);
|
|
} else {
|
|
return vertex_tangent;
|
|
}
|
|
}
|
|
|
|
#endif // MESHLET_MESH_MATERIAL_PASS
|
|
|
|
// Returns an appropriate dither level for the current mesh instance.
|
|
//
|
|
// This looks up the LOD range in the `visibility_ranges` table and compares the
|
|
// camera distance to determine the dithering level.
|
|
#ifdef VISIBILITY_RANGE_DITHER
|
|
fn get_visibility_range_dither_level(instance_index: u32, world_position: vec4<f32>) -> i32 {
|
|
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
|
|
// If we're using a storage buffer, then the length is variable.
|
|
let visibility_buffer_array_len = arrayLength(&visibility_ranges);
|
|
#else // AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
|
|
// If we're using a uniform buffer, then the length is constant
|
|
let visibility_buffer_array_len = VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE;
|
|
#endif // AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
|
|
|
|
let visibility_buffer_index = mesh[instance_index].flags & 0xffffu;
|
|
if (visibility_buffer_index > visibility_buffer_array_len) {
|
|
return -16;
|
|
}
|
|
|
|
let lod_range = visibility_ranges[visibility_buffer_index];
|
|
let camera_distance = length(view.world_position.xyz - world_position.xyz);
|
|
|
|
// This encodes the following mapping:
|
|
//
|
|
// `lod_range.` x y z w camera distance
|
|
// ←───────┼────────┼────────┼────────┼────────→
|
|
// LOD level -16 -16 0 0 16 16 LOD level
|
|
let offset = select(-16, 0, camera_distance >= lod_range.z);
|
|
let bounds = select(lod_range.xy, lod_range.zw, camera_distance >= lod_range.z);
|
|
let level = i32(round((camera_distance - bounds.x) / (bounds.y - bounds.x) * 16.0));
|
|
return offset + clamp(level, 0, 16);
|
|
}
|
|
#endif
|
|
|
|
|
|
#ifndef MESHLET_MESH_MATERIAL_PASS
|
|
fn get_tag(instance_index: u32) -> u32 {
|
|
return mesh[instance_index].tag;
|
|
}
|
|
#endif
|