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MapLibreParticleLab/include/mbgl/shaders/webgpu/hillshade.hpp
2025-10-16 20:35:33 +02:00

123 lines
3.6 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/webgpu/shader_program.hpp>
#include <mbgl/shaders/hillshade_layer_ubo.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::HillshadeShader, gfx::Backend::Type::WebGPU> {
static constexpr const char* name = "HillshadeShader";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = R"(
struct VertexInput {
@location(5) position: vec2<i32>,
@location(6) texcoord: vec2<i32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coord: vec2<f32>,
};
struct GlobalIndexUBO {
value: u32,
pad0: vec3<u32>,
};
struct HillshadeDrawableUBO {
matrix: mat4x4<f32>,
};
@group(0) @binding(1) var<uniform> globalIndex: GlobalIndexUBO;
@group(0) @binding(2) var<storage, read> drawableVector: array<HillshadeDrawableUBO>;
@vertex
fn main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let drawable = drawableVector[globalIndex.value];
out.position = drawable.matrix * vec4<f32>(f32(in.position.x), f32(in.position.y), 0.0, 1.0);
var tex = vec2<f32>(f32(in.texcoord.x), f32(in.texcoord.y)) / 8192.0;
tex.y = 1.0 - tex.y;
out.tex_coord = tex;
return out;
}
)";
static constexpr auto fragment = R"(
struct FragmentInput {
@location(0) tex_coord: vec2<f32>,
};
struct GlobalIndexUBO {
value: u32,
pad0: vec3<u32>,
};
struct HillshadeTilePropsUBO {
latrange: vec2<f32>,
light: vec2<f32>,
};
struct HillshadeEvaluatedPropsUBO {
highlight: vec4<f32>,
shadow: vec4<f32>,
accent: vec4<f32>,
};
@group(0) @binding(1) var<uniform> globalIndex: GlobalIndexUBO;
@group(0) @binding(3) var<storage, read> tilePropsVector: array<HillshadeTilePropsUBO>;
@group(0) @binding(4) var<uniform> props: HillshadeEvaluatedPropsUBO;
@group(1) @binding(0) var texture_sampler: sampler;
@group(1) @binding(1) var hillshade_texture: texture_2d<f32>;
@fragment
fn main(in: FragmentInput) -> @location(0) vec4<f32> {
#ifdef OVERDRAW_INSPECTOR
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
#endif
let tileProps = tilePropsVector[globalIndex.value];
let pixel = textureSample(hillshade_texture, texture_sampler, in.tex_coord);
let deriv = pixel.rg * 2.0 - vec2<f32>(1.0, 1.0);
let latRange = tileProps.latrange;
let latitude = (latRange.x - latRange.y) * in.tex_coord.y + latRange.y;
let scaleFactor = cos(radians(latitude));
let slope = atan(1.25 * length(deriv) / scaleFactor);
let aspectDefault = 0.5 * PI * select(-1.0, 1.0, deriv.y > 0.0);
let aspect = select(aspectDefault, atan2(deriv.y, -deriv.x), deriv.x != 0.0);
let intensity = tileProps.light.x;
let azimuth = tileProps.light.y + PI;
let base = 1.875 - intensity * 1.75;
let maxValue = 0.5 * PI;
let denom = pow(base, maxValue) - 1.0;
let useLinear = abs(intensity - 0.5) < 1e-6;
let scaledSlope = select(((pow(base, slope) - 1.0) / denom) * maxValue,
slope,
useLinear);
let accent = cos(scaledSlope);
let accentColor = (1.0 - accent) * props.accent * clamp(intensity * 2.0, 0.0, 1.0);
let shade = abs(glMod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
let shadeColor = mix(props.shadow, props.highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
let color = accentColor * (1.0 - shadeColor.a) + shadeColor;
return color;
}
)";
};
} // namespace shaders
} // namespace mbgl