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1#define_import_path bevy_render::view
3struct ColorGrading {
4 balance: mat3x3<f32>,
5 saturation: vec3<f32>,
6 contrast: vec3<f32>,
7 gamma: vec3<f32>,
8 gain: vec3<f32>,
9 lift: vec3<f32>,
10 midtone_range: vec2<f32>,
11 exposure: f32,
12 hue: f32,
13 post_saturation: f32,
16struct View {
17 clip_from_world: mat4x4<f32>,
18 unjittered_clip_from_world: mat4x4<f32>,
19 world_from_clip: mat4x4<f32>,
20 world_from_view: mat4x4<f32>,
21 view_from_world: mat4x4<f32>,
22 // Typically a column-major right-handed projection matrix, one of either:
23 //
24 // Perspective (infinite reverse z)
25 // ```
26 // f = 1 / tan(fov_y_radians / 2)
27 //
28 // ⎡ f / aspect 0 0 0 ⎤
29 // ⎢ 0 f 0 0 ⎥
30 // ⎢ 0 0 0 near ⎥
31 // ⎣ 0 0 -1 0 ⎦
32 // ```
33 //
34 // Orthographic
35 // ```
36 // w = right - left
37 // h = top - bottom
38 // d = far - near
39 // cw = -right - left
40 // ch = -top - bottom
41 //
42 // ⎡ 2 / w 0 0 cw / w ⎤
43 // ⎢ 0 2 / h 0 ch / h ⎥
44 // ⎢ 0 0 1 / d far / d ⎥
45 // ⎣ 0 0 0 1 ⎦
46 // ```
47 //
48 // `clip_from_view[3][3] == 1.0` is the standard way to check if a projection is orthographic
49 //
50 // Wgsl matrices are column major, so for example getting the near plane of a perspective projection is `clip_from_view[3][2]`
51 //
52 // Custom projections are also possible however.
53 clip_from_view: mat4x4<f32>,
54 view_from_clip: mat4x4<f32>,
55 world_position: vec3<f32>,
56 exposure: f32,
57 // viewport(x_origin, y_origin, width, height)
58 viewport: vec4<f32>,
59 main_pass_viewport: vec4<f32>,
60 // 6 world-space half spaces (normal: vec3, distance: f32) ordered left, right, top, bottom, near, far.
61 // The normal vectors point towards the interior of the frustum.
62 // A half space contains `p` if `normal.dot(p) + distance > 0.`
63 frustum: array<vec4<f32>, 6>,
64 color_grading: ColorGrading,
65 mip_bias: f32,
66 frame_count: u32,
67};
69/// World space:
70/// +y is up
72/// View space:
73/// -z is forward, +x is right, +y is up
74/// Forward is from the camera position into the scene.
75/// (0.0, 0.0, -1.0) is linear distance of 1.0 in front of the camera's view relative to the camera's rotation
76/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation
78/// NDC (normalized device coordinate):
79/// https://www.w3.org/TR/webgpu/#coordinate-systems
80/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC
81/// (1.0, 1.0) in NDC is located at the top-right corner of NDC
82/// Z is depth where:
83/// 1.0 is near clipping plane
84/// Perspective projection: 0.0 is inf far away
85/// Orthographic projection: 0.0 is far clipping plane
87/// Clip space:
88/// This is NDC before the perspective divide, still in homogenous coordinate space.
89/// Dividing a clip space point by its w component yields a point in NDC space.
91/// UV space:
92/// 0.0, 0.0 is the top left
93/// 1.0, 1.0 is the bottom right
96// -----------------
97// TO WORLD --------
98// -----------------
100/// Convert a view space position to world space
101fn position_view_to_world(view_pos: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {
102 let world_pos = world_from_view * vec4(view_pos, 1.0);
103 return world_pos.xyz;
106/// Convert a clip space position to world space
107fn position_clip_to_world(clip_pos: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
108 let world_pos = world_from_clip * clip_pos;
109 return world_pos.xyz;
112/// Convert a ndc space position to world space
113fn position_ndc_to_world(ndc_pos: vec3<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
114 let world_pos = world_from_clip * vec4(ndc_pos, 1.0);
115 return world_pos.xyz / world_pos.w;
118/// Convert a view space direction to world space
119fn direction_view_to_world(view_dir: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {
120 let world_dir = world_from_view * vec4(view_dir, 0.0);
121 return world_dir.xyz;
124/// Convert a clip space direction to world space
125fn direction_clip_to_world(clip_dir: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
126 let world_dir = world_from_clip * clip_dir;
127 return world_dir.xyz;
130// -----------------
131// TO VIEW ---------
132// -----------------
134/// Convert a world space position to view space
135fn position_world_to_view(world_pos: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {
136 let view_pos = view_from_world * vec4(world_pos, 1.0);
137 return view_pos.xyz;
140/// Convert a clip space position to view space
141fn position_clip_to_view(clip_pos: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {
142 let view_pos = view_from_clip * clip_pos;
143 return view_pos.xyz;
146/// Convert a ndc space position to view space
147fn position_ndc_to_view(ndc_pos: vec3<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {
148 let view_pos = view_from_clip * vec4(ndc_pos, 1.0);
149 return view_pos.xyz / view_pos.w;
152/// Convert a world space direction to view space
153fn direction_world_to_view(world_dir: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {
154 let view_dir = view_from_world * vec4(world_dir, 0.0);
155 return view_dir.xyz;
158/// Convert a clip space direction to view space
159fn direction_clip_to_view(clip_dir: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {
160 let view_dir = view_from_clip * clip_dir;
161 return view_dir.xyz;
164// -----------------
165// TO CLIP ---------
166// -----------------
168/// Convert a world space position to clip space
169fn position_world_to_clip(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {
170 let clip_pos = clip_from_world * vec4(world_pos, 1.0);
171 return clip_pos;
174/// Convert a view space position to clip space
175fn position_view_to_clip(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {
176 let clip_pos = clip_from_view * vec4(view_pos, 1.0);
177 return clip_pos;
180/// Convert a world space direction to clip space
181fn direction_world_to_clip(world_dir: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {
182 let clip_dir = clip_from_world * vec4(world_dir, 0.0);
183 return clip_dir;
186/// Convert a view space direction to clip space
187fn direction_view_to_clip(view_dir: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {
188 let clip_dir = clip_from_view * vec4(view_dir, 0.0);
189 return clip_dir;
192// -----------------
193// TO NDC ----------
194// -----------------
196/// Convert a world space position to ndc space
197fn position_world_to_ndc(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec3<f32> {
198 let ndc_pos = clip_from_world * vec4(world_pos, 1.0);
199 return ndc_pos.xyz / ndc_pos.w;
202/// Convert a view space position to ndc space
203fn position_view_to_ndc(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec3<f32> {
204 let ndc_pos = clip_from_view * vec4(view_pos, 1.0);
205 return ndc_pos.xyz / ndc_pos.w;
208// -----------------
209// DEPTH -----------
210// -----------------
212/// Retrieve the perspective camera near clipping plane
213fn perspective_camera_near(clip_from_view: mat4x4<f32>) -> f32 {
214 return clip_from_view[3][2];
217/// Convert ndc depth to linear view z.
218/// Note: Depth values in front of the camera will be negative as -z is forward
219fn depth_ndc_to_view_z(ndc_depth: f32, clip_from_view: mat4x4<f32>, view_from_clip: mat4x4<f32>) -> f32 {
220#ifdef VIEW_PROJECTION_PERSPECTIVE
221 return -perspective_camera_near(clip_from_view) / ndc_depth;
222#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
223 return -(clip_from_view[3][2] - ndc_depth) / clip_from_view[2][2];
224#else
225 let view_pos = view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0);
226 return view_pos.z / view_pos.w;
227#endif
230/// Convert linear view z to ndc depth.
231/// Note: View z input should be negative for values in front of the camera as -z is forward
232fn view_z_to_depth_ndc(view_z: f32, clip_from_view: mat4x4<f32>) -> f32 {
233#ifdef VIEW_PROJECTION_PERSPECTIVE
234 return -perspective_camera_near(clip_from_view) / view_z;
235#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
236 return clip_from_view[3][2] + view_z * clip_from_view[2][2];
237#else
238 let ndc_pos = clip_from_view * vec4(0.0, 0.0, view_z, 1.0);
239 return ndc_pos.z / ndc_pos.w;
240#endif
243// -----------------
244// UV --------------
245// -----------------
247/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
248fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
249 return ndc * vec2(0.5, -0.5) + vec2(0.5);
252/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
253fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
254 return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
257/// returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target
258/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]
259fn frag_coord_to_uv(frag_coord: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {
260 return (frag_coord - viewport.xy) / viewport.zw;
263/// Convert frag coord to ndc
264fn frag_coord_to_ndc(frag_coord: vec4<f32>, viewport: vec4<f32>) -> vec3<f32> {
265 return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy, viewport)), frag_coord.z);
268/// Convert ndc space xy coordinate [-1.0 .. 1.0] to [0 .. render target
269/// viewport size]
270fn ndc_to_frag_coord(ndc: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {
271 return ndc_to_uv(ndc) * viewport.zw;
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