Examples/DeferredShading: Add god rays (WIP)
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95
bin/resources/god_rays.nzsl
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95
bin/resources/god_rays.nzsl
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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[layout(std140)]
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struct Settings
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{
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exposure: f32,
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decay: f32,
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density: f32,
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weight: f32,
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lightPosition: vec2<f32>, //< Switch to world position
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}
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const SampleCount: i32 = 200;
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] settings: uniform<Settings>,
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[set(0), binding(2)] occluderTexture: sampler2D<f32>
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>,
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[location(0)] uv: vec2<f32>
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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}
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struct VertIn
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{
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[location(0)] pos: vec2<f32>,
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[location(1)] uv: vec2<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>,
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[location(0)] uv: vec2<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let deltaUV = input.uv - settings.lightPosition;
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deltaUV *= 1.0 / f32(SampleCount) * settings.density;
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let illuminationDecay = 1.0;
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let uv = input.uv;
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let outputColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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let i = 0;
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while (i < SampleCount)
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{
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uv -= deltaUV;
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let sample = occluderTexture.Sample(uv);
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sample *= illuminationDecay * settings.weight;
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outputColor += sample;
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illuminationDecay *= settings.decay;
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i += 1;
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}
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let output: FragOut;
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output.color = outputColor;
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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