-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
/
prepass.wgsl
131 lines (107 loc) · 3.85 KB
/
prepass.wgsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
#import bevy_pbr::prepass_bindings
#import bevy_pbr::mesh_functions
// Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can
// pass them to custom prepass shaders like pbr_prepass.wgsl.
struct Vertex {
@location(0) position: vec3<f32>,
#ifdef VERTEX_UVS
@location(1) uv: vec2<f32>,
#endif // VERTEX_UVS
#ifdef NORMAL_PREPASS
@location(2) normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(3) tangent: vec4<f32>,
#endif // VERTEX_TANGENTS
#endif // NORMAL_PREPASS
#ifdef SKINNED
@location(4) joint_indices: vec4<u32>,
@location(5) joint_weights: vec4<f32>,
#endif // SKINNED
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
#ifdef VERTEX_UVS
@location(0) uv: vec2<f32>,
#endif // VERTEX_UVS
#ifdef NORMAL_PREPASS
@location(1) world_normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(2) world_tangent: vec4<f32>,
#endif // VERTEX_TANGENTS
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@location(3) world_position: vec4<f32>,
@location(4) previous_world_position: vec4<f32>,
#endif // MOTION_VECTOR_PREPASS
}
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
#ifdef SKINNED
var model = skin_model(vertex.joint_indices, vertex.joint_weights);
#else // SKINNED
var model = mesh.model;
#endif // SKINNED
out.clip_position = mesh_position_local_to_clip(model, vec4(vertex.position, 1.0));
#ifdef DEPTH_CLAMP_ORTHO
out.clip_position.z = min(out.clip_position.z, 1.0);
#endif // DEPTH_CLAMP_ORTHO
#ifdef VERTEX_UVS
out.uv = vertex.uv;
#endif // VERTEX_UVS
#ifdef NORMAL_PREPASS
#ifdef SKINNED
out.world_normal = skin_normals(model, vertex.normal);
#else // SKINNED
out.world_normal = mesh_normal_local_to_world(vertex.normal);
#endif // SKINNED
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
#endif // VERTEX_TANGENTS
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
out.previous_world_position = mesh_position_local_to_world(mesh.previous_model, vec4<f32>(vertex.position, 1.0));
#endif // MOTION_VECTOR_PREPASS
return out;
}
#ifdef PREPASS_FRAGMENT
struct FragmentInput {
#ifdef NORMAL_PREPASS
@location(1) world_normal: vec3<f32>,
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@location(3) world_position: vec4<f32>,
@location(4) previous_world_position: vec4<f32>,
#endif // MOTION_VECTOR_PREPASS
}
struct FragmentOutput {
#ifdef NORMAL_PREPASS
@location(0) normal: vec4<f32>,
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif // MOTION_VECTOR_PREPASS
}
@fragment
fn fragment(in: FragmentInput) -> FragmentOutput {
var out: FragmentOutput;
#ifdef NORMAL_PREPASS
out.normal = vec4(in.world_normal * 0.5 + vec3(0.5), 1.0);
#endif
#ifdef MOTION_VECTOR_PREPASS
let clip_position_t = view.unjittered_view_proj * in.world_position;
let clip_position = clip_position_t.xy / clip_position_t.w;
let previous_clip_position_t = previous_view_proj * in.previous_world_position;
let previous_clip_position = previous_clip_position_t.xy / previous_clip_position_t.w;
// These motion vectors are used as offsets to UV positions and are stored
// in the range -1,1 to allow offsetting from the one corner to the
// diagonally-opposite corner in UV coordinates, in either direction.
// A difference between diagonally-opposite corners of clip space is in the
// range -2,2, so this needs to be scaled by 0.5. And the V direction goes
// down where clip space y goes up, so y needs to be flipped.
out.motion_vector = (clip_position - previous_clip_position) * vec2(0.5, -0.5);
#endif // MOTION_VECTOR_PREPASS
return out;
}
#endif // PREPASS_FRAGMENT