2023-10-21 11:51:58 +00:00
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#import bevy_pbr::{
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mesh_view_bindings,
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forward_io::VertexOutput,
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}
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2023-02-19 20:38:13 +00:00
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2024-05-04 10:30:23 +00:00
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#import bevy_render::maths::PI
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2023-02-19 20:38:13 +00:00
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#ifdef TONEMAP_IN_SHADER
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2023-10-21 11:51:58 +00:00
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#import bevy_core_pipeline::tonemapping::tone_mapping
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2023-02-19 20:38:13 +00:00
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#endif
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// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
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// quantized into 24 steps for both axis.
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2023-10-12 05:41:39 +00:00
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fn color_sweep(uv_input: vec2<f32>) -> vec3<f32> {
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var uv = uv_input;
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2023-02-19 20:38:13 +00:00
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let steps = 24.0;
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uv.y = uv.y * (1.0 + 1.0 / steps);
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let ratio = 2.0;
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let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
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let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;
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var color = vec3(0.0);
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if uv.y < 1.0 {
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color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
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let maxRGB = max(color.r, max(color.g, color.b));
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let minRGB = min(color.r, min(color.g, color.b));
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color = exp(15.0 * L) * (color - minRGB) / (maxRGB - minRGB);
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} else {
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color = vec3(exp(15.0 * L));
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}
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return color;
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}
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fn hsv_to_srgb(c: vec3<f32>) -> vec3<f32> {
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let K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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let p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, vec3(0.0), vec3(1.0)), c.y);
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}
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// Generates a continuous sRGB sweep.
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fn continuous_hue(uv: vec2<f32>) -> vec3<f32> {
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return hsv_to_srgb(vec3(uv.x, 1.0, 1.0)) * max(0.0, exp2(uv.y * 9.0) - 1.0);
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}
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@fragment
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improve shader import model (#5703)
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
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fn fragment(
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2023-10-13 19:12:40 +00:00
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in: VertexOutput,
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improve shader import model (#5703)
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
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) -> @location(0) vec4<f32> {
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2023-02-19 20:38:13 +00:00
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var uv = in.uv;
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var out = vec3(0.0);
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if uv.y > 0.5 {
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uv.y = 1.0 - uv.y;
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out = color_sweep(vec2(uv.x, uv.y * 2.0));
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} else {
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out = continuous_hue(vec2(uv.y * 2.0, uv.x));
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}
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var color = vec4(out, 1.0);
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#ifdef TONEMAP_IN_SHADER
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2023-10-21 11:51:58 +00:00
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color = tone_mapping(color, mesh_view_bindings::view.color_grading);
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2023-02-19 20:38:13 +00:00
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#endif
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return color;
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}
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