Files
notedeck/crates/notedeck_dave/src/dave.wgsl
T
William Casarin 603de6bbab evolve dave into a swarm
Signed-off-by: William Casarin <jb55@jb55.com>
2025-08-03 23:07:48 -07:00

156 lines
5.0 KiB
WebGPU Shading Language

struct Uniforms {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
camera_pos: vec3<f32>,
time: f32,
is_light: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VSOut {
@builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) color: vec3<f32>,
};
// Vertex inputs
@vertex
fn vs_main(
@location(0) in_pos: vec3<f32>,
@location(1) in_normal: vec3<f32>,
@location(2) base_pos: vec3<f32>,
@location(3) scale: f32,
@location(4) seed: f32,
@location(5) color: vec3<f32>,
) -> VSOut {
var out: VSOut;
let t = uniforms.time;
// --- Coherent spherical layout ---
let dir = normalize(base_pos + vec3<f32>(1e-6, 0.0, 0.0)); // avoid NaN if zero
let radius = 0.4;
// Gentle, coherent drift so it breathes
let drift = vec3<f32>(
0.06 * sin(0.9 * t + seed * 1.3),
0.05 * sin(1.1 * t + seed * 2.1),
0.06 * cos(0.7 * t + seed * 0.7)
);
// Final instance position on/near the sphere
//let loose = 0.2 * base_pos + drift;
let tight = dir * radius + drift;
//let tight = dir * radius;
//let coherence = 0.8; // [0..1], or pass as a uniform
//let pos_ws = mix(loose, tight, coherence);
let pos_ws = tight;
// --- Orient cube so its local +Z points outward (along dir) ---
// Build a stable tangent basis
var up = vec3<f32>(0.0, 1.0, 0.0);
if (abs(dot(dir, up)) > 0.92) {
up = vec3<f32>(1.0, 0.0, 0.0);
}
let tangent = normalize(cross(up, dir));
let bitangent = cross(dir, tangent);
// Optional tiny spin around outward axis for sparkle
let spin = 0.9 * t + seed * 0.9;
let cs = cos(spin);
let sn = sin(spin);
let rot_tangent = cs * tangent + sn * bitangent;
let rot_bitangent = -sn * tangent + cs * bitangent;
// Rotation matrix whose columns are the local basis
let R = mat3x3<f32>(rot_tangent, rot_bitangent, dir);
// Scale + orient local vertex + place at spherical position
let local = R * (in_pos * scale);
let world_vec4 = uniforms.model * vec4<f32>(local, 1.0);
let world = world_vec4 + vec4<f32>(pos_ws, 0.0);
out.position = uniforms.view_proj * world;
// Normal from model rotation only (ignoring per-instance rotation for now)
let nmat = mat3x3<f32>(
uniforms.model[0].xyz,
uniforms.model[1].xyz,
uniforms.model[2].xyz
);
out.normal = normalize(nmat * in_normal);
out.world_pos = world.xyz;
out.color = color;
return out;
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
// Same lighting as you had, but tint by per-instance color
let material_color = in.color;
let ambient_strength = 0.2;
let diffuse_strength = 0.7;
let specular_strength = 0.2;
let shininess = 20.0;
let light_pos = vec3<f32>(2.0, 2.0, 2.0);
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let view_pos = uniforms.camera_pos;
let n = normalize(in.normal);
let l = normalize(light_pos - in.world_pos);
let v = normalize(view_pos - in.world_pos);
let r = reflect(-l, n);
let ambient = ambient_strength * light_color;
let diffuse = diffuse_strength * max(dot(n, l), 0.0) * light_color;
let specular = specular_strength * pow(max(dot(v, r), 0.0), shininess) * light_color;
let exposure = exp2(1.5);
var color = (ambient + diffuse + specular) * material_color;
// --- Distance-based factor (camera-space distance) ---
let dist = length(view_pos - in.world_pos);
let FADE_NEAR = 1.0; // start ramping here
let FADE_FAR = 2.2; // fully applied by here
let fade = smoothstep(FADE_NEAR, FADE_FAR, dist); // 0..1
// --- Exposure drift with distance (sign flips by mode) ---
// Dark mode target exposure at far: lower; Light mode target at far: higher.
let min_exp = 1.80; // far-end exposure multiplier in dark mode
let max_exp = 1.35; // far-end exposure multiplier in light mode
let darker = mix(1.0, min_exp, fade); // darkens with distance
let brighter = mix(1.0, max_exp, fade); // brightens with distance
let exp_factor = select(darker, brighter, uniforms.is_light.x > 0.0);
// Apply exposure + tonemap
let base_exposure = exp2(1.5);
color = aces_fitted(color * base_exposure * exp_factor);
// --- Optional: fade to background so distant points dissolve away ---
// Background: black in dark mode, white in light mode.
let bg = select(vec3<f32>(0.0), vec3<f32>(1.0), uniforms.is_light.x > 0.0);
// If you want white for BOTH modes instead, use:
// let bg = vec3<f32>(1.0);
color = mix(color, bg, fade);
return vec4<f32>(color, 1.0);
}
// ACES-fit tonemap (keeps highlights nicer than Reinhard)
fn aces_fitted(x: vec3<f32>) -> vec3<f32> {
let a = 2.51;
let b = 0.03;
let c = 2.43;
let d = 0.59;
let e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3(0.0), vec3(1.0));
}