mirror of
https://github.com/Kbz-8/42_vox.git
synced 2026-01-11 06:33:36 +00:00
adding waves to water, improving water color, fixing underwater view
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@@ -37,7 +37,7 @@ fn main(input: VertOut) -> FragOut
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discard;
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const ambient = vec3[f32](0.1, 0.1, 0.1);
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const directional_color = vec3[f32](5.0, 5.0, 5.0);
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const directional_color = vec3[f32](2.5, 2.5, 2.5);
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const specular_strength = 0.5;
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let directional_vector = normalize(vec3[f32](1.0, 0.8, 0.75));
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@@ -65,9 +65,9 @@ option EnableRadialBlur: bool = true;
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fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
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{
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const center = vec2[f32](0.5, 0.5);
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const blur_strength: f32 = 0.01;
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const blur_strength: f32 = 0.02;
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const samples: i32 = 16;
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const fade_start: f32 = -0.1;
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const fade_start: f32 = 0.0;
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let dir: vec2[f32] = uv - center;
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let dist: f32 = length(dir);
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@@ -83,7 +83,7 @@ fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
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sample_uv -= step;
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}
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let color = accum_color / f32(samples);
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let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start), 0.0, 1.0);
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let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start) * 1.3, 0.0, 1.0);
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return color * (1.0 - fade);
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}
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@@ -105,7 +105,7 @@ fn main(input: VertOut) -> FragOut
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{
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const fog_near: f32 = 0.9;
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const fog_far: f32 = 1.0;
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const fog_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.25, 1.0);
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const fog_color: vec4[f32] = vec4[f32](0.001, 0.003, 0.012, 1.0);
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let fog_factor: f32 = (fog_far - depth) / (fog_far - fog_near);
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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output.color = MixVec4f32(fog_color, output.color, fog_factor);
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@@ -5,7 +5,8 @@ struct VertOut
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{
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[location(0)] color: vec4[f32],
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[location(1)] uv: vec2[f32],
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[location(2)] time: f32,
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[location(2)] normal: vec4[f32],
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[location(3)] time: f32,
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[builtin(position)] pos: vec4[f32]
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}
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@@ -33,7 +34,7 @@ fn main(input: VertOut) -> FragOut
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if(input.color.a == 0.0)
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discard;
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let output: FragOut;
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output.color = input.color * u_albedo.Sample(input.uv) * vec4[f32](sin(input.time), 1.0, cos(input.time), 1.0);
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output.color = input.color * vec4[f32](u_albedo.Sample(input.uv).rgb * 0.25, 1.0);
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return output;
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}
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@@ -1,22 +1,24 @@
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[nzsl_version("1.0")]
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[feature(float64)]
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module;
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import ViewerData from ScopEngine.ViewerData;
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struct VertIn
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{
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[location(0)] pos: vec4[f32],
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[location(1)] color: vec4[f32],
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[location(2)] normal: vec4[f32],
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[location(3)] uv: vec2[f32]
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[location(0)] pos: vec4[f32],
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[location(1)] color: vec4[f32],
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[location(2)] normal: vec4[f32],
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[location(3)] uv: vec2[f32]
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}
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struct VertOut
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{
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[location(0)] color: vec4[f32],
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[location(1)] uv: vec2[f32],
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[location(2)] time: f32,
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[builtin(position)] pos: vec4[f32]
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[location(0)] color: vec4[f32],
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[location(1)] uv: vec2[f32],
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[location(2)] normal: vec4[f32],
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[location(3)] time: f32,
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[builtin(position)] pos: vec4[f32]
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}
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struct ModelData
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@@ -27,23 +29,32 @@ struct ModelData
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struct CustomData
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{
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time: f32,
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time: f64,
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}
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external
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{
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[set(0), binding(0)] viewer_data: uniform[ViewerData],
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[set(0), binding(1)] data: uniform[CustomData],
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model: push_constant[ModelData]
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[set(0), binding(0)] viewer_data: uniform[ViewerData],
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[set(0), binding(1)] data: uniform[CustomData],
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model: push_constant[ModelData]
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.color = input.color;
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output.uv = input.uv;
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output.time = data.time;
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output.pos = viewer_data.view_proj_matrix * model.matrix * input.pos;
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return output;
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let position = model.matrix * vec4[f32](input.pos.xyz, 1.0);
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if(input.pos.w == 0.0)
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{
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const speed: f32 = 0.003;
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position.y -= 0.2;
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position.y += (sin(position.x + f32(data.time) * speed) + sin(position.z + f32(data.time) * speed)) * 0.05;
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}
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let output: VertOut;
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output.color = input.color;
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output.uv = input.uv;
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output.normal = input.normal;
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output.time = f32(data.time);
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output.pos = viewer_data.view_proj_matrix * position;
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return output;
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}
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