feat: add shadow coloring
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+66
-14
@@ -20,12 +20,15 @@ struct Uniforms {
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bailout_sq: f32,
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is_julia: u32,
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palette_id: u32,
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shadow_palette_id: u32,
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aa_level: u32,
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kind: u32,
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power: u32,
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dc_offset: vec2<f32>,
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phoenix_p: vec2<f32>,
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lambda_l: vec2<f32>,
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de_coloring: u32,
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shadow: u32,
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};
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@@ -34,18 +37,18 @@ struct Uniforms {
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// Smooth cyclic palettes (Inigo Quilez cosine palettes). Must match the palette
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// in mandelbrot.wgsl.
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fn palette(id: u32, t: f32) -> vec3<f32> {
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if (id == 4u) {
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if id == 4u {
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return vec3<f32>(t, t, t); // grayscale
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}
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let a = vec3<f32>(0.5, 0.5, 0.5);
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let b = vec3<f32>(0.5, 0.5, 0.5);
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var c = vec3<f32>(1.0, 1.0, 1.0);
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var d = vec3<f32>(0.00, 0.10, 0.20); // 0: amber / blue
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if (id == 1u) {
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if id == 1u {
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d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
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} else if (id == 2u) {
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} else if id == 2u {
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d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
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} else if (id == 3u) {
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} else if id == 3u {
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c = vec3<f32>(1.0, 1.0, 0.5);
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d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
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}
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@@ -62,17 +65,66 @@ fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
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return vec4<f32>(verts[idx], 0.0, 1.0);
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}
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fn load(x: i32, y: i32) -> vec3<f32> {
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let dist = textureLoad(data_tex, vec2<i32>(x, y), 0).g;
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return vec3<f32>(f32(x), f32(y), dist);
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}
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fn compute_light(normal: vec3<f32>, light: vec3<f32>) -> vec3<f32> {
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return vec3<f32>((dot(normal, normalize(light)) + 0.2) / 1.2);
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}
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fn uncharted2tonemap(x: vec3<f32>) -> vec3<f32> {
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// Paramètres de la courbe de Hable
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let A = 0.15; // Shoulder strength
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let B = 0.50; // Linear strength
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let C = 0.10; // Linear angle
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let D = 0.20; // Toe strength
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let E = 0.02; // Toe numerator / shoarder angle/etc.
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let F = 0.30; // Toe denominator
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return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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}fn filmic(color: vec3<f32>) -> vec3<f32> {
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let exposure_bias = 2.0;
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let curr = uncharted2tonemap(color * exposure_bias);
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// Valeur blanche maximale de référence
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let white_scale = vec3(1.0) / uncharted2tonemap(vec3(4.2));
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return curr * white_scale;
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}
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@fragment
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fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
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let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
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let ci = d.r;
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let de = d.g;
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let interior_frac = d.b;
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if u.shadow != 0u {
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if textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0).b != 0. {
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return vec4<f32>(0., 0.11, 0.54, 1.0);
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} else {
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let d = array<vec3<f32>, 3>(load(i32(pos.x), i32(pos.y)), load(i32(pos.x + 1), i32(pos.y)), load(i32(pos.x), i32(pos.y + 1)));
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let t = fract(ci * u.color_scale + u.color_offset);
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var col = palette(u.palette_id, t) * de;
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// Anti-alias the set boundary: fade toward black by the fraction of the
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// pixel's sub-samples that landed in the interior.
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col = col * (1.0 - interior_frac);
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return vec4<f32>(col, 1.0);
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let normal = normalize(cross(d[1] - d[0], d[2] - d[0]));
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var color: vec3<f32>;
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if u.shadow_palette_id == 0u {
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color = compute_light(normal,vec3<f32>(.5, .5, .5));
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} else {
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color = compute_light(normal, vec3<f32>(0., .5, .5)) * vec3<f32>(1., 0.5, 0.5) + compute_light(normal, vec3<f32>(0.5, 0., .5)) * vec3<f32>(0.5, 1., 1.);
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color = filmic(color);
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}
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return vec4<f32>(color, 1.0);
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}
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} else {
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let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
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let ci = d.r;
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let de = d.g;
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let interior_frac = d.b;
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let t = fract(ci * u.color_scale + u.color_offset);
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var col = palette(u.palette_id, t) * de;
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// Anti-alias the set boundary: fade toward black by the fraction of the
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// pixel's sub-samples that landed in the interior.
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col = col * (1.0 - interior_frac);
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return vec4<f32>(col, 1.0);
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}
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}
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