singularity-rs/assets/shaders/black_hole.wgsl

97 lines
3.2 KiB
WebGPU Shading Language

#import bevy_sprite::mesh2d_vertex_output::VertexOutput
#import "shaders/ray_gen.wgsl"
#import "shaders/geodesic_schwarzschild.wgsl"
#import "shaders/stars.wgsl"
#import "shaders/disk.wgsl"
struct BlackHoleUniforms {
eye: vec4<f32>,
forward: vec4<f32>,
right: vec4<f32>,
up: vec4<f32>,
resolution: vec2<f32>,
time: f32,
_pad3: f32,
rs: f32,
disk_inner: f32,
disk_outer: f32,
disk_tilt: f32,
disk_brightness: f32,
disk_rotation_speed: f32,
doppler_strength: f32,
star_intensity: f32,
skybox_intensity: f32,
grid_density: f32,
doppler_enabled: u32,
grid_enabled: u32,
planet_count: u32,
steps: u32,
_pad4: f32,
_pad5: f32,
};
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> uniforms: BlackHoleUniforms;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let aspect = uniforms.resolution.x / uniforms.resolution.y;
var uv = (in.uv * 2.0 - 1.0);
uv.x *= aspect;
let dir = ray_direction(uv);
// Work in disk-local space: rotate eye + dir by -disk_tilt around X so the
// disk lies on y=0. (disk_hit/disk_color assume disk-local coords.)
var pos = rot_x(uniforms.eye.xyz, -uniforms.disk_tilt);
var d = normalize(rot_x(dir, -uniforms.disk_tilt));
let dt = max(length(uniforms.eye.xyz), 20.0) / f32(uniforms.steps);
let steps = uniforms.steps;
// Front-to-back compositing.
var accum_color = vec3<f32>(0.0);
var accum_alpha = 0.0;
var prev = pos;
for (var i: u32 = 0u; i < steps; i = i + 1u) {
let r = length(pos);
if (r < uniforms.rs) {
// Captured: whatever we've composited so far is the result.
break;
}
if (r > 1000.0) {
// Escaped: add background stars along the (disk-local) final dir.
// Rotate back to world for the star sample.
let world_dir = normalize(rot_x(d, uniforms.disk_tilt));
let star = star_color(world_dir, uniforms.star_intensity);
accum_color += (1.0 - accum_alpha) * star;
accum_alpha = 1.0;
break;
}
// RK4 step (single step), then test disk crossing on the segment.
let (k1p, k1d) = deriv(pos, d);
let (k2p, k2d) = deriv(pos + k1p * dt * 0.5, normalize(d + k1d * dt * 0.5));
let (k3p, k3d) = deriv(pos + k2p * dt * 0.5, normalize(d + k2d * dt * 0.5));
let (k4p, k4d) = deriv(pos + k3p * dt, normalize(d + k3d * dt));
let new_pos = pos + (k1p + 2.0*k2p + 2.0*k3p + k4p) * dt / 6.0;
let new_dir = normalize(d + (k1d + 2.0*k2d + 2.0*k3d + k4d) * dt / 6.0);
if (disk_hit(prev, new_pos)) {
// Approximate the crossing point by interpolating to y=0.
let ty = prev.y / (prev.y - new_pos.y);
let hit = mix(prev, new_pos, vec3<f32>(ty));
let dc = disk_color(hit, new_dir);
let a = 0.85; // disk is nearly opaque
accum_color += (1.0 - accum_alpha) * dc * a;
accum_alpha += (1.0 - accum_alpha) * a;
if (accum_alpha > 0.99) { break; }
}
prev = new_pos;
pos = new_pos;
d = new_dir;
}
return vec4<f32>(accum_color, 1.0);
}