mirror of
https://github.com/bevyengine/bevy
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199 lines
6.7 KiB
WebGPU Shading Language
199 lines
6.7 KiB
WebGPU Shading Language
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#define_import_path bevy_pbr::view_transformations
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#import bevy_pbr::mesh_view_bindings as view_bindings
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/// World space:
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/// +y is up
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/// View space:
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/// -z is forward, +x is right, +y is up
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/// Forward is from the camera position into the scene.
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/// (0.0, 0.0, -1.0) is linear distance of 1.0 in front of the camera's view relative to the camera's rotation
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/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation
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/// NDC (normalized device coordinate):
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/// https://www.w3.org/TR/webgpu/#coordinate-systems
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/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC
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/// (1.0, 1.0) in NDC is located at the top-right corner of NDC
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/// Z is depth where:
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/// 1.0 is near clipping plane
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/// Perspective projection: 0.0 is inf far away
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/// Orthographic projection: 0.0 is far clipping plane
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/// UV space:
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/// 0.0, 0.0 is the top left
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/// 1.0, 1.0 is the bottom right
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// -----------------
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// TO WORLD --------
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// -----------------
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/// Convert a view space position to world space
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fn position_view_to_world(view_pos: vec3<f32>) -> vec3<f32> {
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let world_pos = view_bindings::view.view * vec4(view_pos, 1.0);
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return world_pos.xyz;
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}
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/// Convert a clip space position to world space
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fn position_clip_to_world(clip_pos: vec4<f32>) -> vec3<f32> {
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let world_pos = view_bindings::view.inverse_view_proj * clip_pos;
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return world_pos.xyz;
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}
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/// Convert a ndc space position to world space
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fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> {
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let world_pos = view_bindings::view.inverse_view_proj * vec4(ndc_pos, 1.0);
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return world_pos.xyz / world_pos.w;
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}
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/// Convert a view space direction to world space
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fn direction_view_to_world(view_dir: vec3<f32>) -> vec3<f32> {
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let world_dir = view_bindings::view.view * vec4(view_dir, 0.0);
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return world_dir.xyz;
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}
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/// Convert a clip space direction to world space
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fn direction_clip_to_world(clip_dir: vec4<f32>) -> vec3<f32> {
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let world_dir = view_bindings::view.inverse_view_proj * clip_dir;
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return world_dir.xyz;
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}
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// -----------------
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// TO VIEW ---------
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// -----------------
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/// Convert a world space position to view space
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fn position_world_to_view(world_pos: vec3<f32>) -> vec3<f32> {
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let view_pos = view_bindings::view.inverse_view * vec4(world_pos, 1.0);
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return view_pos.xyz;
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}
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/// Convert a clip space position to view space
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fn position_clip_to_view(clip_pos: vec4<f32>) -> vec3<f32> {
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let view_pos = view_bindings::view.inverse_projection * clip_pos;
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return view_pos.xyz;
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}
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/// Convert a ndc space position to view space
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fn position_ndc_to_view(ndc_pos: vec3<f32>) -> vec3<f32> {
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let view_pos = view_bindings::view.inverse_projection * vec4(ndc_pos, 1.0);
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return view_pos.xyz / view_pos.w;
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}
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/// Convert a world space direction to view space
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fn direction_world_to_view(world_dir: vec3<f32>) -> vec3<f32> {
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let view_dir = view_bindings::view.inverse_view * vec4(world_dir, 0.0);
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return view_dir.xyz;
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}
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/// Convert a clip space direction to view space
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fn direction_clip_to_view(clip_dir: vec4<f32>) -> vec3<f32> {
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let view_dir = view_bindings::view.inverse_projection * clip_dir;
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return view_dir.xyz;
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}
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// -----------------
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// TO CLIP ---------
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// -----------------
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/// Convert a world space position to clip space
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fn position_world_to_clip(world_pos: vec3<f32>) -> vec4<f32> {
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let clip_pos = view_bindings::view.view_proj * vec4(world_pos, 1.0);
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return clip_pos;
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}
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/// Convert a view space position to clip space
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fn position_view_to_clip(view_pos: vec3<f32>) -> vec4<f32> {
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let clip_pos = view_bindings::view.projection * vec4(view_pos, 1.0);
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return clip_pos;
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}
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/// Convert a world space direction to clip space
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fn direction_world_to_clip(world_dir: vec3<f32>) -> vec4<f32> {
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let clip_dir = view_bindings::view.view_proj * vec4(world_dir, 0.0);
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return clip_dir;
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}
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/// Convert a view space direction to clip space
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fn direction_view_to_clip(view_dir: vec3<f32>) -> vec4<f32> {
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let clip_dir = view_bindings::view.projection * vec4(view_dir, 0.0);
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return clip_dir;
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}
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// -----------------
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// TO NDC ----------
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// -----------------
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/// Convert a world space position to ndc space
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fn position_world_to_ndc(world_pos: vec3<f32>) -> vec3<f32> {
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let ndc_pos = view_bindings::view.view_proj * vec4(world_pos, 1.0);
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return ndc_pos.xyz / ndc_pos.w;
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}
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/// Convert a view space position to ndc space
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fn position_view_to_ndc(view_pos: vec3<f32>) -> vec3<f32> {
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let ndc_pos = view_bindings::view.projection * vec4(view_pos, 1.0);
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return ndc_pos.xyz / ndc_pos.w;
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}
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// -----------------
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// DEPTH -----------
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// -----------------
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/// Retrieve the perspective camera near clipping plane
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fn perspective_camera_near() -> f32 {
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return view_bindings::view.projection[3][2];
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}
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/// Convert ndc depth to linear view z.
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/// Note: Depth values in front of the camera will be negative as -z is forward
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fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 {
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#ifdef VIEW_PROJECTION_PERSPECTIVE
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return -perspective_camera_near() / ndc_depth;
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#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
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return -(view_bindings::view.projection[3][2] - ndc_depth) / view_bindings::view.projection[2][2];
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#else
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let view_pos = view_bindings::view.inverse_projection * vec4(0.0, 0.0, ndc_depth, 1.0);
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return view_pos.z / view_pos.w;
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#endif
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}
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/// Convert linear view z to ndc depth.
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/// Note: View z input should be negative for values in front of the camera as -z is forward
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fn view_z_to_depth_ndc(view_z: f32) -> f32 {
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#ifdef VIEW_PROJECTION_PERSPECTIVE
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return -perspective_camera_near() / view_z;
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#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
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return view_bindings::view.projection[3][2] + view_z * view_bindings::view.projection[2][2];
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#else
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let ndc_pos = view_bindings::view.projection * vec4(0.0, 0.0, view_z, 1.0);
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return ndc_pos.z / ndc_pos.w;
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#endif
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}
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// -----------------
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// UV --------------
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// -----------------
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/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
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fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
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return ndc * vec2(0.5, -0.5) + vec2(0.5);
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}
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/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
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fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
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return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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}
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/// returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target
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/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]
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fn frag_coord_to_uv(frag_coord: vec2<f32>) -> vec2<f32> {
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return (frag_coord - view_bindings::view.viewport.xy) / view_bindings::view.viewport.zw;
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}
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/// Convert frag coord to ndc
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fn frag_coord_to_ndc(frag_coord: vec4<f32>) -> vec3<f32> {
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return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy)), frag_coord.z);
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}
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