fix shader output alpha

This commit is contained in:
2024-06-06 18:15:45 -04:00
parent b2e9575536
commit a2bbe6440c

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@@ -65,7 +65,9 @@ fn fs_main(
let dir_view = view.transform * vec4<f32>(normalize(pixel_pos + vec3<f32>(0.0, 0.0, 1.0)), 0.0); let dir_view = view.transform * vec4<f32>(normalize(pixel_pos + vec3<f32>(0.0, 0.0, 1.0)), 0.0);
let pos_view = view.transform * vec4<f32>(pixel_pos, 1.0); let pos_view = view.transform * vec4<f32>(pixel_pos, 1.0);
return trace_full(pos_view, dir_view); var color = trace_full(pos_view, dir_view);
color.a = 1.0;
return color;
} }
fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> { fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
@@ -133,6 +135,89 @@ fn trace_one(gi: u32, pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
return color; return color;
} }
fn trace_opaque(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
var depth = 9999999999999.0;
var result = vec4<f32>(0.0);
for (var gi: u32 = 0; gi < arrayLength(&voxel_groups); gi = gi + 1) {
let group = voxel_groups[gi];
let dim_f = vec3<f32>(group.dimensions);
let dim_i = vec3<i32>(group.dimensions);
// transform so that group is at 0,0
var pos = (group.transform * pos_view).xyz;
let dir = (group.transform * dir_view).xyz;
let dir_if = sign(dir);
// find where ray intersects with group
let plane_point = (vec3<f32>(1.0) - dir_if) / 2.0 * dim_f;
var t_offset = 0.0;
if outside3f(pos, ZERO3F, dim_f) {
// time of intersection; x = td + p, solve for t
let t_i = (plane_point - pos) / dir;
// points of intersection
let px = pos + t_i.x * dir;
let py = pos + t_i.y * dir;
let pz = pos + t_i.z * dir;
// check if point is in bounds
let hit = vec3<bool>(
inside2f(px.yz, ZERO2F, dim_f.yz),
inside2f(py.xz, ZERO2F, dim_f.xz),
inside2f(pz.xy, ZERO2F, dim_f.xy),
) && (t_i > ZERO3F);
if !any(hit) {
continue;
}
pos = select(select(pz, py, hit.y), px, hit.x);
t_offset = select(select(t_i.z, t_i.y, hit.y), t_i.x, hit.x);
}
var vox_pos = clamp(vec3<i32>(pos), vec3<i32>(0), dim_i - vec3<i32>(1));
let dir_i = vec3<i32>(dir_if);
// time to move 1 unit using dir
let inc_t = abs(1.0 / dir);
let corner = vec3<f32>(vox_pos) + vec3<f32>(0.5) + dir_if / 2.0;
// time of next plane hit for each direction
var next_t = inc_t * abs(pos - corner);
var t = 0.0;
var prev_t = t;
var color = vec4<f32>(0.0);
var gdepth = 9999999999999.0;
loop {
let i = u32(vox_pos.x + vox_pos.y * dim_i.x + vox_pos.z * dim_i.x * dim_i.y) + group.offset;
var vcolor = unpack4x8unorm(voxels[i]);
// select next voxel to move to next based on least time
let axis = select(select(2, 1, next_t.y < next_t.z), 0, next_t.x < next_t.y && next_t.x < next_t.z);
prev_t = t;
t = next_t[axis];
vox_pos[axis] += dir_i[axis];
next_t[axis] += inc_t[axis];
// hit a voxel
if vcolor.a > 0.0 {
let full_t = t_offset + prev_t;
gdepth = min(gdepth, full_t);
color = vcolor;
break;
}
if vox_pos[axis] < 0 || vox_pos[axis] >= dim_i[axis] {
break;
}
}
result = select(result, color, gdepth < depth);
depth = min(gdepth, depth);
}
return result;
}
fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> { fn trace_first(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
var depth = 9999999999999.0; var depth = 9999999999999.0;
var result = vec4<f32>(0.0); var result = vec4<f32>(0.0);