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