Added support for custom shader widget for iced_wgpu backend.
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37 changed files with 2139 additions and 6 deletions
123
examples/custom_shader/src/shaders/cubes.wgsl
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123
examples/custom_shader/src/shaders/cubes.wgsl
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struct Uniforms {
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projection: mat4x4<f32>,
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camera_pos: vec4<f32>,
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light_color: vec4<f32>,
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}
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const LIGHT_POS: vec3<f32> = vec3<f32>(0.0, 3.0, 3.0);
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@group(0) @binding(1) var sky_texture: texture_cube<f32>;
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@group(0) @binding(2) var tex_sampler: sampler;
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@group(0) @binding(3) var normal_texture: texture_2d<f32>;
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struct Vertex {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) tangent: vec3<f32>,
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@location(3) uv: vec2<f32>,
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}
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struct Cube {
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@location(4) matrix_0: vec4<f32>,
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@location(5) matrix_1: vec4<f32>,
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@location(6) matrix_2: vec4<f32>,
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@location(7) matrix_3: vec4<f32>,
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@location(8) normal_matrix_0: vec3<f32>,
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@location(9) normal_matrix_1: vec3<f32>,
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@location(10) normal_matrix_2: vec3<f32>,
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}
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struct Output {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) uv: vec2<f32>,
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@location(1) tangent_pos: vec3<f32>,
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@location(2) tangent_camera_pos: vec3<f32>,
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@location(3) tangent_light_pos: vec3<f32>,
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}
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@vertex
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fn vs_main(vertex: Vertex, cube: Cube) -> Output {
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let cube_matrix = mat4x4<f32>(
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cube.matrix_0,
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cube.matrix_1,
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cube.matrix_2,
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cube.matrix_3,
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);
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let normal_matrix = mat3x3<f32>(
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cube.normal_matrix_0,
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cube.normal_matrix_1,
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cube.normal_matrix_2,
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);
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//convert to tangent space to calculate lighting in same coordinate space as normal map sample
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let tangent = normalize(normal_matrix * vertex.tangent);
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let normal = normalize(normal_matrix * vertex.normal);
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let bitangent = cross(tangent, normal);
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//shift everything into tangent space
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let tbn = transpose(mat3x3<f32>(tangent, bitangent, normal));
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let world_pos = cube_matrix * vec4<f32>(vertex.position, 1.0);
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var out: Output;
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out.clip_pos = uniforms.projection * world_pos;
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out.uv = vertex.uv;
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out.tangent_pos = tbn * world_pos.xyz;
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out.tangent_camera_pos = tbn * uniforms.camera_pos.xyz;
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out.tangent_light_pos = tbn * LIGHT_POS;
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return out;
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}
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//cube properties
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const CUBE_BASE_COLOR: vec4<f32> = vec4<f32>(0.294118, 0.462745, 0.611765, 0.6);
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const SHINE_DAMPER: f32 = 1.0;
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const REFLECTIVITY: f32 = 0.8;
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const REFRACTION_INDEX: f32 = 1.31;
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//fog, for the ~* cinematic effect *~
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const FOG_DENSITY: f32 = 0.15;
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const FOG_GRADIENT: f32 = 8.0;
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const FOG_COLOR: vec4<f32> = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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@fragment
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fn fs_main(in: Output) -> @location(0) vec4<f32> {
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let to_camera = in.tangent_camera_pos - in.tangent_pos;
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//normal sample from texture
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var normal = textureSample(normal_texture, tex_sampler, in.uv).xyz;
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normal = normal * 2.0 - 1.0;
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//diffuse
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let dir_to_light: vec3<f32> = normalize(in.tangent_light_pos - in.tangent_pos);
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let brightness = max(dot(normal, dir_to_light), 0.0);
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let diffuse: vec3<f32> = brightness * uniforms.light_color.xyz;
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//specular
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let dir_to_camera = normalize(to_camera);
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let light_dir = -dir_to_light;
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let reflected_light_dir = reflect(light_dir, normal);
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let specular_factor = max(dot(reflected_light_dir, dir_to_camera), 0.0);
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let damped_factor = pow(specular_factor, SHINE_DAMPER);
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let specular: vec3<f32> = damped_factor * uniforms.light_color.xyz * REFLECTIVITY;
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//fog
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let distance = length(to_camera);
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let visibility = clamp(exp(-pow((distance * FOG_DENSITY), FOG_GRADIENT)), 0.0, 1.0);
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//reflection
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let reflection_dir = reflect(dir_to_camera, normal);
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let reflection_color = textureSample(sky_texture, tex_sampler, reflection_dir);
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let refraction_dir = refract(dir_to_camera, normal, REFRACTION_INDEX);
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let refraction_color = textureSample(sky_texture, tex_sampler, refraction_dir);
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let final_reflect_color = mix(reflection_color, refraction_color, 0.5);
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//mix it all together!
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var color = vec4<f32>(CUBE_BASE_COLOR.xyz * diffuse + specular, CUBE_BASE_COLOR.w);
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color = mix(color, final_reflect_color, 0.8);
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color = mix(FOG_COLOR, color, visibility);
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return color;
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}
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48
examples/custom_shader/src/shaders/depth.wgsl
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48
examples/custom_shader/src/shaders/depth.wgsl
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var<private> positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(1.0, -1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(1.0, -1.0)
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);
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var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(1.0, 1.0)
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);
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@group(0) @binding(0) var depth_sampler: sampler;
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@group(0) @binding(1) var depth_texture: texture_2d<f32>;
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struct Output {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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@vertex
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fn vs_main(@builtin(vertex_index) v_index: u32) -> Output {
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var out: Output;
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out.position = vec4<f32>(positions[v_index], 0.0, 1.0);
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out.uv = uvs[v_index];
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return out;
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}
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@fragment
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fn fs_main(input: Output) -> @location(0) vec4<f32> {
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let depth = textureSample(depth_texture, depth_sampler, input.uv).r;
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if (depth > .9999) {
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discard;
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}
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let c = 1.0 - depth;
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return vec4<f32>(c, c, c, 1.0);
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}
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