mirror of
https://github.com/bevyengine/bevy
synced 2024-12-27 13:33:08 +00:00
60 lines
2.5 KiB
WebGPU Shading Language
60 lines
2.5 KiB
WebGPU Shading Language
|
// A shader that creates water ripples by overlaying 4 normal maps on top of one
|
||
|
// another.
|
||
|
//
|
||
|
// This is used in the `ssr` example. It only supports deferred rendering.
|
||
|
|
||
|
#import bevy_pbr::{
|
||
|
pbr_deferred_functions::deferred_output,
|
||
|
pbr_fragment::pbr_input_from_standard_material,
|
||
|
prepass_io::{VertexOutput, FragmentOutput},
|
||
|
}
|
||
|
#import bevy_render::globals::Globals
|
||
|
|
||
|
// Parameters to the water shader.
|
||
|
struct WaterSettings {
|
||
|
// How much to displace each octave each frame, in the u and v directions.
|
||
|
// Two octaves are packed into each `vec4`.
|
||
|
octave_vectors: array<vec4<f32>, 2>,
|
||
|
// How wide the waves are in each octave.
|
||
|
octave_scales: vec4<f32>,
|
||
|
// How high the waves are in each octave.
|
||
|
octave_strengths: vec4<f32>,
|
||
|
}
|
||
|
|
||
|
@group(0) @binding(1) var<uniform> globals: Globals;
|
||
|
|
||
|
@group(2) @binding(100) var water_normals_texture: texture_2d<f32>;
|
||
|
@group(2) @binding(101) var water_normals_sampler: sampler;
|
||
|
@group(2) @binding(102) var<uniform> water_settings: WaterSettings;
|
||
|
|
||
|
// Samples a single octave of noise and returns the resulting normal.
|
||
|
fn sample_noise_octave(uv: vec2<f32>, strength: f32) -> vec3<f32> {
|
||
|
let N = textureSample(water_normals_texture, water_normals_sampler, uv).rbg * 2.0 - 1.0;
|
||
|
// This isn't slerp, but it's good enough.
|
||
|
return normalize(mix(vec3(0.0, 1.0, 0.0), N, strength));
|
||
|
}
|
||
|
|
||
|
// Samples all four octaves of noise and returns the resulting normal.
|
||
|
fn sample_noise(uv: vec2<f32>, time: f32) -> vec3<f32> {
|
||
|
let uv0 = uv * water_settings.octave_scales[0] + water_settings.octave_vectors[0].xy * time;
|
||
|
let uv1 = uv * water_settings.octave_scales[1] + water_settings.octave_vectors[0].zw * time;
|
||
|
let uv2 = uv * water_settings.octave_scales[2] + water_settings.octave_vectors[1].xy * time;
|
||
|
let uv3 = uv * water_settings.octave_scales[3] + water_settings.octave_vectors[1].zw * time;
|
||
|
return normalize(
|
||
|
sample_noise_octave(uv0, water_settings.octave_strengths[0]) +
|
||
|
sample_noise_octave(uv1, water_settings.octave_strengths[1]) +
|
||
|
sample_noise_octave(uv2, water_settings.octave_strengths[2]) +
|
||
|
sample_noise_octave(uv3, water_settings.octave_strengths[3])
|
||
|
);
|
||
|
}
|
||
|
|
||
|
@fragment
|
||
|
fn fragment(in: VertexOutput, @builtin(front_facing) is_front: bool) -> FragmentOutput {
|
||
|
// Create the PBR input.
|
||
|
var pbr_input = pbr_input_from_standard_material(in, is_front);
|
||
|
// Bump the normal.
|
||
|
pbr_input.N = sample_noise(in.uv, globals.time);
|
||
|
// Send the rest to the deferred shader.
|
||
|
return deferred_output(in, pbr_input);
|
||
|
}
|