bevy/assets/shaders/tonemapping_test_patterns.wgsl
arcashka 6027890a11
move wgsl color operations from bevy_pbr to bevy_render (#13209)
# Objective

`bevy_pbr/utils.wgsl` shader file contains mathematical constants and
color conversion functions. Both of those should be accessible without
enabling `bevy_pbr` feature. For example, tonemapping can be done in non
pbr scenario, and it uses color conversion functions.

Fixes #13207

## Solution

* Move mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Move color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Testing
Ran multiple examples, checked they are working:
* tonemapping
* color_grading
* 3d_scene
* animated_material
* deferred_rendering
* 3d_shapes
* fog
* irradiance_volumes
* meshlet
* parallax_mapping
* pbr
* reflection_probes
* shadow_biases
* 2d_gizmos
* light_gizmos
---

## Changelog
* Moved mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Moved color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Migration Guide
In user's shader code replace usage of mathematical constants from
`bevy_pbr::utils` to the usage of the same constants from
`bevy_render::maths`.
2024-05-04 10:30:23 +00:00

63 lines
1.8 KiB
WebGPU Shading Language

#import bevy_pbr::{
mesh_view_bindings,
forward_io::VertexOutput,
}
#import bevy_render::maths::PI
#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping::tone_mapping
#endif
// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
// quantized into 24 steps for both axis.
fn color_sweep(uv_input: vec2<f32>) -> vec3<f32> {
var uv = uv_input;
let steps = 24.0;
uv.y = uv.y * (1.0 + 1.0 / steps);
let ratio = 2.0;
let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;
var color = vec3(0.0);
if uv.y < 1.0 {
color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
let maxRGB = max(color.r, max(color.g, color.b));
let minRGB = min(color.r, min(color.g, color.b));
color = exp(15.0 * L) * (color - minRGB) / (maxRGB - minRGB);
} else {
color = vec3(exp(15.0 * L));
}
return color;
}
fn hsv_to_srgb(c: vec3<f32>) -> vec3<f32> {
let K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
let p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, vec3(0.0), vec3(1.0)), c.y);
}
// Generates a continuous sRGB sweep.
fn continuous_hue(uv: vec2<f32>) -> vec3<f32> {
return hsv_to_srgb(vec3(uv.x, 1.0, 1.0)) * max(0.0, exp2(uv.y * 9.0) - 1.0);
}
@fragment
fn fragment(
in: VertexOutput,
) -> @location(0) vec4<f32> {
var uv = in.uv;
var out = vec3(0.0);
if uv.y > 0.5 {
uv.y = 1.0 - uv.y;
out = color_sweep(vec2(uv.x, uv.y * 2.0));
} else {
out = continuous_hue(vec2(uv.y * 2.0, uv.x));
}
var color = vec4(out, 1.0);
#ifdef TONEMAP_IN_SHADER
color = tone_mapping(color, mesh_view_bindings::view.color_grading);
#endif
return color;
}