refactor: add common shaders helpers + fix shadow export
This commit is contained in:
+10
@@ -791,6 +791,13 @@ impl FractalApp {
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&self.reference
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}
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/// The configured shadow-style lights, for headless export's `ExportRender`
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/// (which has no `FractalCallback` to source them from).
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#[cfg(not(target_arch = "wasm32"))]
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pub(crate) fn lights(&self) -> &[Light] {
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&self.lights
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}
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/// Recompute the reference orbit when needed. Native: dispatch to a worker
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/// thread and pick up completed results. Web: compute inline.
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fn ensure_reference(&mut self) {
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@@ -1024,6 +1031,7 @@ impl FractalApp {
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renderer.export_handles()
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};
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let reference = Arc::clone(&self.reference);
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let lights = self.lights.clone();
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let shared = Arc::new(Mutex::new(ExportShared {
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fraction: 0.0,
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@@ -1050,6 +1058,7 @@ impl FractalApp {
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h,
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uniforms,
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reference.as_slice(),
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&lights,
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);
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let sh = Arc::clone(&shared);
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let png =
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@@ -1079,6 +1088,7 @@ impl FractalApp {
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h,
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uniforms,
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reference.as_slice(),
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&lights,
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);
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// Render tile by tile, awaiting each submission so the browser
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@@ -120,7 +120,13 @@ impl BuddhabrotRenderer {
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pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("buddhabrot"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/buddhabrot.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(
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concat!(
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include_str!("../shaders/common.wgsl"),
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include_str!("../shaders/buddhabrot.wgsl"),
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)
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.into(),
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),
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});
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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+58
-3
@@ -164,7 +164,14 @@ impl FractalRenderer {
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pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("mandelbrot"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/mandelbrot.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(
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concat!(
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include_str!("../shaders/common.wgsl"),
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include_str!("../shaders/iterate_uniforms.wgsl"),
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include_str!("../shaders/mandelbrot.wgsl"),
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)
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.into(),
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),
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});
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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@@ -211,6 +218,19 @@ impl FractalRenderer {
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},
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count: None,
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},
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// Only read by the export pipeline's shadow branch (`fs_color`
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// with the custom-lights palette); the iterate pipeline
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// (`fs_data`) ignores it, but both pipelines share this layout.
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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@@ -226,6 +246,10 @@ impl FractalRenderer {
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binding: 1,
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resource: ref_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: lights_buffer.as_entire_binding(),
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},
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],
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});
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@@ -292,7 +316,14 @@ impl FractalRenderer {
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// Colourise pass: data texture + colour uniforms → colour texture.
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let colorize_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("colorize"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/colorize.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(
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concat!(
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include_str!("../shaders/common.wgsl"),
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include_str!("../shaders/iterate_uniforms.wgsl"),
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include_str!("../shaders/colorize.wgsl"),
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)
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.into(),
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),
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});
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let colorize_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@@ -366,7 +397,13 @@ impl FractalRenderer {
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// Blit pipeline: samples the cache texture onto egui's surface.
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let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("blit"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/blit.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(
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concat!(
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include_str!("../shaders/common.wgsl"),
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include_str!("../shaders/blit.wgsl"),
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)
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.into(),
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),
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});
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let blit_bind_group_layout =
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@@ -592,6 +629,7 @@ impl ExportRender {
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height: u32,
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uniforms: Uniforms,
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reference: &[[f32; 2]],
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lights: &[Light],
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) -> Self {
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("export uniforms"),
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@@ -612,6 +650,19 @@ impl ExportRender {
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queue.write_buffer(&ref_buffer, 0, bytemuck::cast_slice(&reference[..count]));
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}
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// Only read by the shadow branch's custom-lights palette; harmless
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// (zeroed) for every other coloring mode.
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let lights_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("export lights"),
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size: (MAX_LIGHT_COUNT * std::mem::size_of::<Light>()) as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let mut light_bytes = [0u8; size_of::<Light>() * MAX_LIGHT_COUNT];
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let n = lights.len().min(MAX_LIGHT_COUNT);
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light_bytes[..n * size_of::<Light>()].copy_from_slice(bytemuck::cast_slice(&lights[..n]));
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queue.write_buffer(&lights_buffer, 0, &light_bytes);
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("export bind group"),
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layout: bind_group_layout,
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@@ -624,6 +675,10 @@ impl ExportRender {
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binding: 1,
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resource: ref_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: lights_buffer.as_entire_binding(),
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},
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],
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});
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@@ -48,6 +48,7 @@ pub fn run(cli: Cli) -> Result<(), String> {
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height,
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uniforms,
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app.reference_points(),
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app.lights(),
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);
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eprintln!("rendering {width}×{height}…");
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@@ -13,12 +13,7 @@ struct VsOut {
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@vertex
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fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
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var verts = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(3.0, -1.0),
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vec2<f32>(-1.0, 3.0),
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);
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let p = verts[idx];
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let p = fullscreen_triangle_pos(idx);
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var out: VsOut;
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out.pos = vec4<f32>(p, 0.0, 1.0);
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// Map NDC to texture UV. v is flipped so the cache's top row (rendered at
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@@ -62,17 +62,6 @@ const PALETTE_NEBULA: u32 = 0u;
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const PALETTE_YELLOW: u32 = 1u;
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const PALETTE_GRAYSCALE: u32 = 2u;
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const KIND_MANDELBROT: u32 = 0u;
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const KIND_BURNING_SHIP: u32 = 1u;
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const KIND_TRICORN: u32 = 2u;
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const KIND_MULTIBROT: u32 = 3u;
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const KIND_CELTIC: u32 = 4u;
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const KIND_PERPENDICULAR: u32 = 5u;
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const KIND_BUFFALO: u32 = 6u;
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const KIND_PHOENIX: u32 = 7u;
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const KIND_LAMBDA: u32 = 8u;
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const KIND_COMPLEX_MULTIBROT: u32 = 9u;
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@group(0) @binding(0) var<uniform> u: Uniforms;
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// Compute pass: read-write atomic histogram (3 planes of width*height, R/G/B).
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@group(0) @binding(1) var<storage, read_write> histogram: array<atomic<u32>>;
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@@ -93,10 +82,6 @@ fn rand01(seed: u32) -> f32 {
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return f32(hash_u32(seed)) * (1.0 / 4294967295.0);
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}
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fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
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return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
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}
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fn complex_pow(z: vec2<f32>, p: u32) -> vec2<f32> {
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var r = vec2<f32>(1.0, 0.0);
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for (var i: u32 = 0u; i < p; i = i + 1u) {
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@@ -105,21 +90,6 @@ fn complex_pow(z: vec2<f32>, p: u32) -> vec2<f32> {
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return r;
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}
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// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
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// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
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// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
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fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
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let r2 = dot(z, z);
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if r2 < 1e-30 {
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return vec2<f32>(0.0, 0.0);
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}
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let ln_r = 0.5 * log(r2);
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let theta = atan2(z.y, z.x);
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let mag = exp(p.x * ln_r - p.y * theta);
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let ang = p.x * theta + p.y * ln_r;
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return mag * vec2<f32>(cos(ang), sin(ang));
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}
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// One iteration step z_n -> z_{n+1} for the current kind. `zp` is the
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// previous iterate (z_{n-1}), used only by the Phoenix two-term recurrence.
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// Must match `FractalKind` in reference.rs (the direct, non-perturbative form
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@@ -251,12 +221,7 @@ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
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@vertex
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fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
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var verts = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(3.0, -1.0),
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vec2<f32>(-1.0, 3.0),
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);
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return vec4<f32>(verts[idx], 0.0, 1.0);
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return vec4<f32>(fullscreen_triangle_pos(idx), 0.0, 1.0);
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}
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@fragment
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+10
-131
@@ -10,148 +10,28 @@
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// at the fragment's integer pixel coordinate (nearest — iteration data must not
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// be linearly filtered across escape boundaries).
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// Must match `Uniforms` in mandelbrot.wgsl / the Rust `Uniforms` struct.
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struct Uniforms {
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span: vec2<f32>,
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max_iter: u32,
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ref_len: u32,
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color_offset: f32,
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color_scale: f32,
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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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complex_power: vec2<f32>,
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de_coloring: u32,
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shadow: u32,
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};
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struct Light {
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azimuth: f32,
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altitude: f32,
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color: u32,
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_pad: u32
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};
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@group(0) @binding(1) var data_tex: texture_2d<f32>;
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@group(0) @binding(2) var<uniform> lights: array<Light, 16>;
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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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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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d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
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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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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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return a + b * cos(6.28318530718 * (c * t + d));
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}
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@vertex
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fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
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var verts = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(3.0, -1.0),
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vec2<f32>(-1.0, 3.0),
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);
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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>(max(0., dot(normal, normalize(light))));
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}
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fn uncharted2tonemap(x: vec3<f32>) -> vec3<f32> {
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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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}
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fn filmic(color: vec3<f32>, white_point: 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(white_point));
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return curr * white_scale;
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}
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fn s(color: vec3<f32>, k: f32, c: f32) -> vec3<f32> {
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return 1. / (1. + exp(-k * (color - c)));
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}
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fn contrast(color: vec3<f32>, k: f32, c: f32) -> vec3<f32> {
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let color_c = s(color, k, c);
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return (color_c - s(vec3<f32>(0), k, c)) / (s(vec3<f32>(1), k, c) - s(vec3<f32>(0), k, c));
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return vec4<f32>(fullscreen_triangle_pos(idx), 0.0, 1.0);
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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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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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let x = i32(pos.x);
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let y = i32(pos.y);
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if textureLoad(data_tex, vec2<i32>(x, y), 0).b != 0. {
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return vec4<f32>(0.1, 0.1, 0.1, 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 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)) + vec3<f32>(0.58, 0.85, 1.) * 0.2;
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color = filmic(color, 2.5);
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color = contrast(color, 4., 0.67);
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} else if u.shadow_palette_id == 1u {
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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, 4.2);
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} else {
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color = vec3<f32>(0);
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var light_count = 0;
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for (var i = 0u ; i < 16; i++) {
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let light_color = unpack4x8unorm(lights[i].color);
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if any(light_color != vec4<f32>(0)) {
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light_count += 1;
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}
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color += compute_light(normal, vec3<f32>(
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cos(lights[i].azimuth) * cos(lights[i].altitude),
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sin(lights[i].azimuth) * cos(lights[i].altitude),
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||||
sin(lights[i].altitude))) * light_color.xyz * light_color.a;
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}
|
||||
|
||||
color = filmic(color, 1. + f32(light_count));
|
||||
}
|
||||
|
||||
return vec4<f32>(color, 1.0);
|
||||
let h0 = textureLoad(data_tex, vec2<i32>(x, y), 0).g;
|
||||
let h1 = textureLoad(data_tex, vec2<i32>(x + 1, y), 0).g;
|
||||
let h2 = textureLoad(data_tex, vec2<i32>(x, y + 1), 0).g;
|
||||
let normal = normal_from_heights(h0, h1, h2);
|
||||
return vec4<f32>(shadow_color(normal), 1.0);
|
||||
}
|
||||
} else {
|
||||
let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
|
||||
@@ -159,8 +39,7 @@ fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
|
||||
let de = d.g;
|
||||
let interior_frac = d.b;
|
||||
|
||||
let t = fract(ci * u.color_scale + u.color_offset);
|
||||
var col = palette(u.palette_id, t) * sqrt(de);
|
||||
var col = classic_color(ci, de);
|
||||
// Anti-alias the set boundary: fade toward black by the fraction of the
|
||||
// pixel's sub-samples that landed in the interior.
|
||||
col = col * (1.0 - interior_frac);
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
// Shared helpers, concatenated into every shader at build time via
|
||||
// `concat!`/`include_str!` (see renderer.rs / buddhabrot.rs). Keep this file
|
||||
// free of anything that differs between pipelines (e.g. a `Uniforms` struct —
|
||||
// mandelbrot/colorize and buddhabrot each have their own shape) since every
|
||||
// shader gets the whole thing spliced in.
|
||||
|
||||
// Fullscreen triangle vertex position: one triangle that covers the whole
|
||||
// viewport (cheaper than a quad's two), shared by every full-screen vertex
|
||||
// shader in this project.
|
||||
fn fullscreen_triangle_pos(idx: u32) -> vec2<f32> {
|
||||
var verts = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-1.0, -1.0),
|
||||
vec2<f32>(3.0, -1.0),
|
||||
vec2<f32>(-1.0, 3.0),
|
||||
);
|
||||
return verts[idx];
|
||||
}
|
||||
|
||||
// Complex multiply.
|
||||
fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
|
||||
return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
|
||||
}
|
||||
|
||||
// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
|
||||
// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
|
||||
// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
|
||||
fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
|
||||
let r2 = dot(z, z);
|
||||
if r2 < 1e-30 {
|
||||
return vec2<f32>(0.0, 0.0);
|
||||
}
|
||||
let ln_r = 0.5 * log(r2);
|
||||
let theta = atan2(z.y, z.x);
|
||||
let mag = exp(p.x * ln_r - p.y * theta);
|
||||
let ang = p.x * theta + p.y * ln_r;
|
||||
return mag * vec2<f32>(cos(ang), sin(ang));
|
||||
}
|
||||
|
||||
// Iteration formula selector, shared by the perturbation (mandelbrot.wgsl)
|
||||
// and direct (buddhabrot.wgsl) iteration paths. Must match `FractalKind` in
|
||||
// reference.rs.
|
||||
const KIND_MANDELBROT: u32 = 0u;
|
||||
const KIND_BURNING_SHIP: u32 = 1u;
|
||||
const KIND_TRICORN: u32 = 2u;
|
||||
const KIND_MULTIBROT: u32 = 3u;
|
||||
const KIND_CELTIC: u32 = 4u;
|
||||
const KIND_PERPENDICULAR: u32 = 5u;
|
||||
const KIND_BUFFALO: u32 = 6u;
|
||||
const KIND_PHOENIX: u32 = 7u;
|
||||
const KIND_LAMBDA: u32 = 8u;
|
||||
const KIND_COMPLEX_MULTIBROT: u32 = 9u;
|
||||
@@ -0,0 +1,161 @@
|
||||
// Shared by mandelbrot.wgsl (writes the per-pixel data texture) and
|
||||
// colorize.wgsl (reads it): the iteration pass and the colour remap pass
|
||||
// must agree on both the uniform layout and the palette function.
|
||||
|
||||
// Must match the Rust `Uniforms` struct in renderer.rs field-for-field,
|
||||
// including padding.
|
||||
struct Uniforms {
|
||||
span: vec2<f32>,
|
||||
max_iter: u32,
|
||||
ref_len: u32,
|
||||
color_offset: f32,
|
||||
color_scale: f32,
|
||||
bailout_sq: f32,
|
||||
is_julia: u32,
|
||||
palette_id: u32,
|
||||
shadow_palette_id: u32,
|
||||
aa_level: u32,
|
||||
// Iteration formula (see the KIND_* constants in common.wgsl).
|
||||
kind: u32,
|
||||
// Exponent for the Multibrot kind.
|
||||
power: u32,
|
||||
dc_offset: vec2<f32>,
|
||||
// Distortion constant p for the Phoenix map (z^2 + c + p*z_{n-1}); unused
|
||||
// by other kinds. Placed by dc_offset so both vec2s stay 8-byte aligned.
|
||||
phoenix_p: vec2<f32>,
|
||||
// Distortion constant l for the Lambda map (l*z(1 - z_{n-1})); unused
|
||||
// by other kinds.
|
||||
lambda_l: vec2<f32>,
|
||||
// Complex exponent for the Complex Multibrot kind (z^power + c); unused
|
||||
// by other kinds.
|
||||
complex_power: vec2<f32>,
|
||||
// 0 = escape-time coloring, 1 = distance-estimation shading.
|
||||
de_coloring: u32,
|
||||
// 0 = classic colors, 1 = shadows
|
||||
shadow: u32,
|
||||
};
|
||||
|
||||
// Smooth cyclic palettes (Inigo Quilez cosine palettes), selected by id.
|
||||
fn palette(id: u32, t: f32) -> vec3<f32> {
|
||||
if id == 4u {
|
||||
return vec3<f32>(t, t, t); // grayscale
|
||||
}
|
||||
let a = vec3<f32>(0.5, 0.5, 0.5);
|
||||
let b = vec3<f32>(0.5, 0.5, 0.5);
|
||||
var c = vec3<f32>(1.0, 1.0, 1.0);
|
||||
var d = vec3<f32>(0.00, 0.10, 0.20); // 0: amber / blue
|
||||
if id == 1u {
|
||||
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
|
||||
} else if id == 2u {
|
||||
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
|
||||
} else if id == 3u {
|
||||
c = vec3<f32>(1.0, 1.0, 0.5);
|
||||
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
|
||||
}
|
||||
return a + b * cos(6.28318530718 * (c * t + d));
|
||||
}
|
||||
|
||||
// Classic (non-shadow) escape colouring: palette lookup at the smoothed
|
||||
// iteration count `ci`, darkened by the distance-estimate factor `de`
|
||||
// (sqrt-compressed so the darkening falls off more gently near the
|
||||
// boundary). Shared by the colourise pass's classic branch (colorize.wgsl,
|
||||
// applied to an already-averaged data texel) and the PNG-export pass
|
||||
// (mandelbrot.wgsl's `fs_color`, applied per sub-sample pre-AA) — the two
|
||||
// places a fully escaped point is turned into a final pixel colour.
|
||||
fn classic_color(ci: f32, de: f32) -> vec3<f32> {
|
||||
let t = fract(ci * u.color_scale + u.color_offset);
|
||||
return palette(u.palette_id, t) * sqrt(de);
|
||||
}
|
||||
|
||||
// A single directional/point light, set by the UI's light list. `color`'s
|
||||
// alpha channel doubles as intensity (see `shadow_color`'s use of
|
||||
// `light_color.a`). Each shader that binds a `lights: array<Light, 16>`
|
||||
// uniform (colorize.wgsl, mandelbrot.wgsl's export shadow path) uses this
|
||||
// same layout.
|
||||
struct Light {
|
||||
azimuth: f32,
|
||||
altitude: f32,
|
||||
color: u32,
|
||||
_pad: u32,
|
||||
};
|
||||
|
||||
fn compute_light(normal: vec3<f32>, light: vec3<f32>) -> vec3<f32> {
|
||||
return vec3<f32>(max(0., dot(normal, normalize(light))));
|
||||
}
|
||||
|
||||
fn uncharted2tonemap(x: vec3<f32>) -> vec3<f32> {
|
||||
let A = 0.15; // Shoulder strength
|
||||
let B = 0.50; // Linear strength
|
||||
let C = 0.10; // Linear angle
|
||||
let D = 0.20; // Toe strength
|
||||
let E = 0.02; // Toe numerator / shoarder angle/etc.
|
||||
let F = 0.30; // Toe denominator
|
||||
|
||||
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
|
||||
}
|
||||
|
||||
fn filmic(color: vec3<f32>, white_point: f32) -> vec3<f32> {
|
||||
let exposure_bias = 2.0;
|
||||
let curr = uncharted2tonemap(color * exposure_bias);
|
||||
|
||||
// Valeur blanche maximale de référence
|
||||
let white_scale = vec3(1.0) / uncharted2tonemap(vec3(white_point));
|
||||
return curr * white_scale;
|
||||
}
|
||||
|
||||
fn s(color: vec3<f32>, k: f32, c: f32) -> vec3<f32> {
|
||||
return 1. / (1. + exp(-k * (color - c)));
|
||||
}
|
||||
|
||||
fn contrast(color: vec3<f32>, k: f32, c: f32) -> vec3<f32> {
|
||||
let color_c = s(color, k, c);
|
||||
|
||||
return (color_c - s(vec3<f32>(0), k, c)) / (s(vec3<f32>(1), k, c) - s(vec3<f32>(0), k, c));
|
||||
}
|
||||
|
||||
// Surface normal from three height samples (`h0` at the pixel, `h1` one pixel
|
||||
// to the right, `h2` one pixel down), treating DE as a height field. Only the
|
||||
// differences matter, so callers don't need to pass pixel coordinates — a
|
||||
// texture-backed caller (colorize.wgsl) and a live-sampled caller
|
||||
// (mandelbrot.wgsl's export shadow path) can share this.
|
||||
fn normal_from_heights(h0: f32, h1: f32, h2: f32) -> vec3<f32> {
|
||||
let d0 = vec3<f32>(0.0, 0.0, h0);
|
||||
let d1 = vec3<f32>(1.0, 0.0, h1);
|
||||
let d2 = vec3<f32>(0.0, 1.0, h2);
|
||||
return normalize(cross(d1 - d0, d2 - d0));
|
||||
}
|
||||
|
||||
// Shade a DE-derived surface normal per `u.shadow_palette_id`: 0 = grayscale
|
||||
// key light, 1 = red/blue two-tone, 2 = the user's custom `lights` list.
|
||||
// Shared by the interactive shadow pass (colorize.wgsl) and the PNG-export
|
||||
// shadow path (mandelbrot.wgsl's `fs_color`), which must render identically.
|
||||
fn shadow_color(normal: vec3<f32>) -> vec3<f32> {
|
||||
var color: vec3<f32>;
|
||||
if u.shadow_palette_id == 0u {
|
||||
color = compute_light(normal, vec3<f32>(.5, .5, .5)) + vec3<f32>(0.58, 0.85, 1.) * 0.2;
|
||||
|
||||
color = filmic(color, 2.5);
|
||||
color = contrast(color, 4., 0.67);
|
||||
} else if u.shadow_palette_id == 1u {
|
||||
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.);
|
||||
|
||||
color = filmic(color, 4.2);
|
||||
} else {
|
||||
color = vec3<f32>(0);
|
||||
var light_count = 0;
|
||||
for (var i = 0u; i < 16; i++) {
|
||||
let light_color = unpack4x8unorm(lights[i].color);
|
||||
if any(light_color != vec4<f32>(0)) {
|
||||
light_count += 1;
|
||||
}
|
||||
|
||||
color += compute_light(normal, vec3<f32>(
|
||||
cos(lights[i].azimuth) * cos(lights[i].altitude),
|
||||
sin(lights[i].azimuth) * cos(lights[i].altitude),
|
||||
sin(lights[i].altitude))) * light_color.xyz * light_color.a;
|
||||
}
|
||||
|
||||
color = filmic(color, 1. + f32(light_count));
|
||||
}
|
||||
return color;
|
||||
}
|
||||
+42
-103
@@ -12,50 +12,11 @@
|
||||
// the reference index to 0 and carry the full value as the new delta (valid
|
||||
// because X_0 = 0).
|
||||
|
||||
struct Uniforms {
|
||||
span: vec2<f32>,
|
||||
max_iter: u32,
|
||||
ref_len: u32,
|
||||
color_offset: f32,
|
||||
color_scale: f32,
|
||||
bailout_sq: f32,
|
||||
is_julia: u32,
|
||||
palette_id: u32,
|
||||
shadow_palette_id: u32,
|
||||
aa_level: u32,
|
||||
// Iteration formula (see the KIND_* constants below).
|
||||
kind: u32,
|
||||
// Exponent for the Multibrot kind.
|
||||
power: u32,
|
||||
dc_offset: vec2<f32>,
|
||||
// Distortion constant p for the Phoenix map (z^2 + c + p*z_{n-1}); unused
|
||||
// by other kinds. Placed by dc_offset so both vec2s stay 8-byte aligned.
|
||||
phoenix_p: vec2<f32>,
|
||||
// Distortion constant l for the Lambda map (l*z(1 - z_{n-1})); unused
|
||||
// by other kinds.
|
||||
lambda_l: vec2<f32>,
|
||||
// Complex exponent for the Complex Multibrot kind (z^power + c); unused
|
||||
// by other kinds.
|
||||
complex_power: vec2<f32>,
|
||||
// 0 = escape-time coloring, 1 = distance-estimation shading.
|
||||
de_coloring: u32,
|
||||
// 0 = classic colors, 1 = shadows
|
||||
shadow: u32,
|
||||
};
|
||||
|
||||
const KIND_MANDELBROT: u32 = 0u;
|
||||
const KIND_BURNING_SHIP: u32 = 1u;
|
||||
const KIND_TRICORN: u32 = 2u;
|
||||
const KIND_MULTIBROT: u32 = 3u;
|
||||
const KIND_CELTIC: u32 = 4u;
|
||||
const KIND_PERPENDICULAR: u32 = 5u;
|
||||
const KIND_BUFFALO: u32 = 6u;
|
||||
const KIND_PHOENIX: u32 = 7u;
|
||||
const KIND_LAMBDA: u32 = 8u;
|
||||
const KIND_COMPLEX_MULTIBROT: u32 = 9u;
|
||||
|
||||
@group(0) @binding(0) var<uniform> u: Uniforms;
|
||||
@group(0) @binding(1) var<storage, read> ref_orbit: array<vec2<f32>>;
|
||||
// Only read by `fs_color`'s shadow branch (custom-lights palette); the
|
||||
// iteration pass (`fs_data`) never touches it.
|
||||
@group(0) @binding(2) var<uniform> lights: array<Light, 16>;
|
||||
|
||||
struct VsOut {
|
||||
@builtin(position) pos: vec4<f32>,
|
||||
@@ -65,12 +26,7 @@ struct VsOut {
|
||||
|
||||
@vertex
|
||||
fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
|
||||
var verts = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-1.0, -1.0),
|
||||
vec2<f32>(3.0, -1.0),
|
||||
vec2<f32>(-1.0, 3.0),
|
||||
);
|
||||
let ndc = verts[idx];
|
||||
let ndc = fullscreen_triangle_pos(idx);
|
||||
var out: VsOut;
|
||||
out.pos = vec4<f32>(ndc, 0.0, 1.0);
|
||||
// Flip y so +imaginary points up the screen.
|
||||
@@ -78,11 +34,6 @@ fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
|
||||
return out;
|
||||
}
|
||||
|
||||
// Complex multiply.
|
||||
fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
|
||||
return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
|
||||
}
|
||||
|
||||
// Complex conjugate.
|
||||
fn conj(a: vec2<f32>) -> vec2<f32> {
|
||||
return vec2<f32>(a.x, -a.y);
|
||||
@@ -94,21 +45,6 @@ fn cdiv(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
|
||||
return vec2<f32>(a.x * b.x + a.y * b.y, a.y * b.x - a.x * b.y) / d;
|
||||
}
|
||||
|
||||
// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
|
||||
// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
|
||||
// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
|
||||
fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
|
||||
let r2 = dot(z, z);
|
||||
if r2 < 1e-30 {
|
||||
return vec2<f32>(0.0, 0.0);
|
||||
}
|
||||
let ln_r = 0.5 * log(r2);
|
||||
let theta = atan2(z.y, z.x);
|
||||
let mag = exp(p.x * ln_r - p.y * theta);
|
||||
let ang = p.x * theta + p.y * ln_r;
|
||||
return mag * vec2<f32>(cos(ang), sin(ang));
|
||||
}
|
||||
|
||||
// |c + d| - |c|, evaluated exactly (no catastrophic cancellation even when the
|
||||
// sum crosses zero). This is what makes the Burning Ship delta correct through
|
||||
// the sign flips that happen all along the axes, where the ship's detail lives.
|
||||
@@ -258,26 +194,6 @@ fn fprime(z: vec2<f32>) -> vec2<f32> {
|
||||
return 2.0 * z;
|
||||
}
|
||||
|
||||
// Smooth cyclic palettes (Inigo Quilez cosine palettes), selected by id.
|
||||
fn palette(id: u32, t: f32) -> vec3<f32> {
|
||||
if id == 4u {
|
||||
return vec3<f32>(t, t, t); // grayscale
|
||||
}
|
||||
let a = vec3<f32>(0.5, 0.5, 0.5);
|
||||
let b = vec3<f32>(0.5, 0.5, 0.5);
|
||||
var c = vec3<f32>(1.0, 1.0, 1.0);
|
||||
var d = vec3<f32>(0.00, 0.10, 0.20); // 0: amber / blue
|
||||
if id == 1u {
|
||||
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
|
||||
} else if id == 2u {
|
||||
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
|
||||
} else if id == 3u {
|
||||
c = vec3<f32>(1.0, 1.0, 0.5);
|
||||
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
|
||||
}
|
||||
return a + b * cos(6.28318530718 * (c * t + d));
|
||||
}
|
||||
|
||||
// Escape data for one sample: `ci` is the (color-independent) palette parameter,
|
||||
// `de` the distance-estimate darkening factor in [0,1], `escaped` false for the
|
||||
// interior of the set. Splitting iteration from coloring lets a colour change be
|
||||
@@ -416,22 +332,15 @@ fn color_sample(s: Sample) -> vec3<f32> {
|
||||
if !s.escaped {
|
||||
return vec3<f32>(0.0, 0.0, 0.0);
|
||||
}
|
||||
let t = fract(s.ci * u.color_scale + u.color_offset);
|
||||
return palette(u.palette_id, t) * s.de;
|
||||
return classic_color(s.ci, s.de);
|
||||
}
|
||||
|
||||
// Iteration pass: write per-pixel escape data (color-independent) so a colour
|
||||
// change is remapped by the cheap colourise pass without re-iterating.
|
||||
// R = ci (palette parameter), G = DE factor, B = interior fraction (for AA).
|
||||
// AA is grid-supersampled here; the interior fraction lets the colourise pass
|
||||
// anti-alias the set boundary (blend toward black) after the fact.
|
||||
@fragment
|
||||
fn fs_data(in: VsOut) -> @location(0) vec4<f32> {
|
||||
let base = in.centered * u.span + u.dc_offset;
|
||||
let dx = dpdx(base);
|
||||
let dy = dpdy(base);
|
||||
let px = length(abs(dx) + abs(dy));
|
||||
|
||||
// Supersampled escape data at one point: average (ci, DE factor) over the
|
||||
// AA grid's escaped sub-samples, plus the fraction that landed in the
|
||||
// interior. Shared by `fs_data` (writes it straight to the data texture) and
|
||||
// `fs_color`'s shadow branch (used both at the pixel and at its two
|
||||
// neighbours, to build a DE height field without a texture round-trip).
|
||||
fn aggregate_sample(base: vec2<f32>, dx: vec2<f32>, dy: vec2<f32>, px: f32) -> vec3<f32> {
|
||||
let aa = max(u.aa_level, 1u);
|
||||
let inv = 1.0 / f32(aa);
|
||||
var ci_sum = 0.0;
|
||||
@@ -453,7 +362,22 @@ fn fs_data(in: VsOut) -> @location(0) vec4<f32> {
|
||||
let ci_avg = select(0.0, ci_sum / f32(escaped_n), escaped_n > 0u);
|
||||
let de_avg = select(1.0, de_sum / f32(escaped_n), escaped_n > 0u);
|
||||
let interior_frac = 1.0 - f32(escaped_n) / total;
|
||||
return vec4<f32>(ci_avg, de_avg, interior_frac, 1.0);
|
||||
return vec3<f32>(ci_avg, de_avg, interior_frac);
|
||||
}
|
||||
|
||||
// Iteration pass: write per-pixel escape data (color-independent) so a colour
|
||||
// change is remapped by the cheap colourise pass without re-iterating.
|
||||
// R = ci (palette parameter), G = DE factor, B = interior fraction (for AA).
|
||||
// AA is grid-supersampled here; the interior fraction lets the colourise pass
|
||||
// anti-alias the set boundary (blend toward black) after the fact.
|
||||
@fragment
|
||||
fn fs_data(in: VsOut) -> @location(0) vec4<f32> {
|
||||
let base = in.centered * u.span + u.dc_offset;
|
||||
let dx = dpdx(base);
|
||||
let dy = dpdy(base);
|
||||
let px = length(abs(dx) + abs(dy));
|
||||
|
||||
return vec4<f32>(aggregate_sample(base, dx, dy, px), 1.0);
|
||||
}
|
||||
|
||||
// Combined iterate + colour in a single pass, for PNG export (which never needs
|
||||
@@ -466,6 +390,21 @@ fn fs_color(in: VsOut) -> @location(0) vec4<f32> {
|
||||
let dy = dpdy(base);
|
||||
let px = length(abs(dx) + abs(dy));
|
||||
|
||||
if u.shadow != 0u {
|
||||
// No data texture to sample neighbours from (this pass never runs
|
||||
// one), so build the same DE height field colorize.wgsl reads from
|
||||
// the texture by aggregating live, at the pixel and its two
|
||||
// neighbours a `dx`/`dy` step away.
|
||||
let here = aggregate_sample(base, dx, dy, px);
|
||||
if here.z != 0.0 {
|
||||
return vec4<f32>(0.1, 0.1, 0.1, 1.0);
|
||||
}
|
||||
let right = aggregate_sample(base + dx, dx, dy, px);
|
||||
let down = aggregate_sample(base + dy, dx, dy, px);
|
||||
let normal = normal_from_heights(here.y, right.y, down.y);
|
||||
return vec4<f32>(shadow_color(normal), 1.0);
|
||||
}
|
||||
|
||||
let aa = max(u.aa_level, 1u);
|
||||
let inv = 1.0 / f32(aa);
|
||||
var acc = vec3<f32>(0.0, 0.0, 0.0);
|
||||
|
||||
Reference in New Issue
Block a user