Files
OneCAD-Draft/src/shaders/background.wgsl
T
Hakan Seven 15ab027d70 fix(scene): preserve viewport settings
Reuse full VPort records during camera and tile synchronization so
navigation cannot replace file-defined display state with defaults.

Honor image, ground, IBL, and sun-backed sky parameters in
background rendering.
2026-08-12 13:11:12 +03:00

164 lines
6.1 KiB
WebGPU Shading Language

struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
linetype_scale: f32,
_pad: f32,
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
light_position_type: array<vec4<f32>, 4>,
light_direction_intensity: array<vec4<f32>, 4>,
light_color_hotspot: array<vec4<f32>, 4>,
light_attenuation: array<vec4<f32>, 4>,
lighting: vec4<f32>,
visual_style: vec4<f32>,
visual_style_color: vec4<f32>,
viewport_background: vec4<f32>,
view_tone: vec4<f32>,
background_top: vec4<f32>,
background_middle: vec4<f32>,
background_bottom: vec4<f32>,
background_aux0: vec4<f32>,
background_aux1: vec4<f32>,
background_params: vec4<f32>,
background_image_params: vec4<f32>,
background_image_transform: vec4<f32>,
environment_params: vec4<f32>,
environment_view: mat4x4<f32>,
shadow_view_proj: mat4x4<f32>,
shadow_params: vec4<f32>,
fog_color: vec4<f32>,
fog_params: vec4<f32>,
fog_distances: vec4<f32>,
light_web_profile_a: array<vec4<f32>, 4>,
light_web_profile_b: array<vec4<f32>, 4>,
light_web_rotation: array<vec4<f32>, 4>,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var background_texture: texture_2d<f32>;
@group(0) @binding(2) var background_sampler: sampler;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) ndc: vec2<f32>,
};
var<private> POSITIONS: array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
let position = POSITIONS[index];
var out: VertexOutput;
out.position = vec4<f32>(position, 0.999, 1.0);
out.uv = vec2<f32>(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);
out.ndc = position;
return out;
}
fn world_direction(ndc: vec2<f32>) -> vec3<f32> {
return normalize((u.environment_view * vec4<f32>(ndc, -1.0, 0.0)).xyz);
}
fn equirect_uv(ndc: vec2<f32>, rotation: f32) -> vec2<f32> {
let direction = world_direction(ndc);
let longitude = atan2(direction.x, -direction.z) + rotation;
let latitude = asin(clamp(direction.y, -1.0, 1.0));
return vec2<f32>(fract(longitude / (2.0 * 3.14159265359) + 0.5),
0.5 - latitude / 3.14159265359);
}
fn image_uv(source_uv: vec2<f32>) -> vec2<f32> {
var uv = source_uv;
if u.background_image_params.x < 0.5 {
uv = (source_uv - u.background_image_transform.xy)
/ max(abs(u.background_image_transform.zw), vec2<f32>(1e-6));
}
if u.background_image_params.y > 0.5 {
let image_aspect = max(u.background_image_params.w, 1e-6);
let viewport_aspect = max(u.viewport_size.x / max(u.viewport_size.y, 1.0), 1e-6);
if image_aspect > viewport_aspect {
let scale = viewport_aspect / image_aspect;
uv.y = (uv.y - 0.5) / scale + 0.5;
} else {
let scale = image_aspect / viewport_aspect;
uv.x = (uv.x - 0.5) / scale + 0.5;
}
}
if u.background_image_params.z > 0.5 {
return fract(uv);
}
return uv;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let mode = u32(max(u.background_params.x, 0.0) + 0.5);
var color: vec3<f32>;
if mode == 1u {
color = u.viewport_background.rgb;
} else if mode == 2u {
let angle = u.background_params.w;
let axis = vec2<f32>(-sin(angle), cos(angle));
let coordinate = dot(in.uv - vec2<f32>(0.5), axis) + 0.5;
let horizon = clamp(u.background_params.y, 0.0, 1.0);
let half_height = max(abs(u.background_params.z) * 0.5, 1e-3);
let lower = smoothstep(horizon - half_height, horizon, coordinate);
let upper = smoothstep(horizon, horizon + half_height, coordinate);
let low_color = mix(u.background_bottom.rgb, u.background_middle.rgb, lower);
color = mix(low_color, u.background_top.rgb, upper);
} else if mode == 3u {
let direction = world_direction(in.ndc);
if direction.z >= 0.0 {
let sky = smoothstep(0.0, 1.0, direction.z);
color = mix(u.background_middle.rgb, u.background_top.rgb, sky);
} else {
let depth = smoothstep(0.0, 1.0, -direction.z);
let underground = mix(u.background_bottom.rgb, u.background_aux0.rgb, depth);
let ground = mix(u.viewport_background.rgb, u.background_aux1.rgb, depth);
color = mix(underground, ground, 0.65);
}
} else if mode == 4u {
let uv = image_uv(in.uv);
if u.background_image_params.z < 0.5
&& (any(uv < vec2<f32>(0.0)) || any(uv > vec2<f32>(1.0))) {
color = u.viewport_background.rgb;
} else {
color = textureSample(background_texture, background_sampler, uv).rgb;
}
} else if mode == 5u {
color = textureSample(background_texture, background_sampler,
equirect_uv(in.ndc, u.background_params.w)).rgb;
} else if mode == 6u {
let direction = world_direction(in.ndc);
let elevation = clamp(direction.z, 0.0, 1.0);
color = mix(u.background_bottom.rgb, u.background_top.rgb,
smoothstep(0.0, 1.0, elevation));
let sun_length = length(u.background_params.yzw);
if sun_length > 0.5 {
let sun_direction = u.background_params.yzw / sun_length;
let alignment = dot(direction, sun_direction);
let glow = smoothstep(0.96, 1.0, alignment) * 0.18;
let disk = smoothstep(0.9997, 0.99995, alignment);
let intensity = max(u.background_middle.a, 0.0);
color += u.background_middle.rgb * intensity * (glow + disk);
}
} else {
color = u.viewport_background.rgb;
}
if u.fog_params.x > 0.5 && u.fog_params.y > 0.5 {
color = mix(color, u.fog_color.rgb, clamp(u.fog_params.w, 0.0, 1.0));
}
return vec4<f32>(color, 1.0);
}