2/// π3const PI: f32 = 3.141592653589793;4/// 2π5const PI_2: f32 = 6.283185307179586;6/// π/27const HALF_PI: f32 = 1.57079632679;8/// π/39const FRAC_PI_3: f32 = 1.0471975512;10/// exp(1)11const E: f32 = 2.718281828459045;13fn affine2_to_square(affine: mat3x2<f32>) -> mat3x3<f32> {14 return mat3x3<f32>(15 vec3<f32>(affine[0].xy, 0.0),16 vec3<f32>(affine[1].xy, 0.0),17 vec3<f32>(affine[2].xy, 1.0),18 );19}21fn affine3_to_square(affine: mat3x4<f32>) -> mat4x4<f32> {22 return transpose(mat4x4<f32>(23 affine[0],24 affine[1],25 affine[2],26 vec4<f32>(0.0, 0.0, 0.0, 1.0),27 ));28}30fn mat2x4_f32_to_mat3x3_unpack(31 a: mat2x4<f32>,32 b: f32,33) -> mat3x3<f32> {34 return mat3x3<f32>(35 a[0].xyz,36 vec3<f32>(a[0].w, a[1].xy),37 vec3<f32>(a[1].zw, b),38 );39}41/// Extracts the square portion of an affine matrix: i.e. discards the42/// translation.43fn affine3_to_mat3x3(affine: mat4x3<f32>) -> mat3x3<f32> {44 return mat3x3<f32>(affine[0].xyz, affine[1].xyz, affine[2].xyz);45}47/// Returns the inverse of a 3x3 matrix.48fn inverse_mat3x3(matrix: mat3x3<f32>) -> mat3x3<f32> {49 let tmp0 = cross(matrix[1], matrix[2]);50 let tmp1 = cross(matrix[2], matrix[0]);51 let tmp2 = cross(matrix[0], matrix[1]);52 let inv_det = 1.0 / dot(matrix[2], tmp2);53 return transpose(mat3x3<f32>(tmp0 * inv_det, tmp1 * inv_det, tmp2 * inv_det));54}56/// Returns the inverse of an affine matrix.57///58/// https://en.wikipedia.org/wiki/Affine_transformation#Groups59fn inverse_affine3(affine: mat4x3<f32>) -> mat4x3<f32> {60 let matrix3 = affine3_to_mat3x3(affine);61 let inv_matrix3 = inverse_mat3x3(matrix3);62 return mat4x3<f32>(inv_matrix3[0], inv_matrix3[1], inv_matrix3[2], -(inv_matrix3 * affine[3]));63}65/// Extracts the upper 3x3 portion of a 4x4 matrix.66fn mat4x4_to_mat3x3(m: mat4x4<f32>) -> mat3x3<f32> {67 return mat3x3<f32>(m[0].xyz, m[1].xyz, m[2].xyz);68}70/// Copy the sign bit from B onto A.71/// copysign allows proper handling of negative zero to match the rust implementation of orthonormalize72fn copysign(a: f32, b: f32) -> f32 {73 return bitcast<f32>((bitcast<u32>(a) & 0x7FFFFFFF) | (bitcast<u32>(b) & 0x80000000));74}76/// Constructs a right-handed orthonormal basis from a given unit Z vector.77///78/// NOTE: requires unit-length (normalized) input to function properly.79///80/// https://jcgt.org/published/0006/01/01/paper.pdf81/// this method of constructing a basis from a vec3 is also used by `glam::Vec3::any_orthonormal_pair`82/// the construction of the orthonormal basis up and right vectors here needs to precisely match the rust83/// implementation in bevy_light/spot_light.rs:spot_light_world_from_view84fn orthonormalize(z_basis: vec3<f32>) -> mat3x3<f32> {85 let sign = copysign(1.0, z_basis.z);86 let a = -1.0 / (sign + z_basis.z);87 let b = z_basis.x * z_basis.y * a;88 let x_basis = vec3(1.0 + sign * z_basis.x * z_basis.x * a, sign * b, -sign * z_basis.x);89 let y_basis = vec3(b, sign + z_basis.y * z_basis.y * a, -z_basis.y);90 return mat3x3(x_basis, y_basis, z_basis);91}93/// Rotates a direction by a rotation quaternion q.94fn quat_rotate(q: vec4<f32>, dir: vec3<f32>) -> vec3<f32> {95 let t = 2.0 * cross(q.xyz, dir);96 return dir + q.w * t + cross(q.xyz, t);97}99/// Returns true if any part of a sphere is on the positive side of a plane.100///101/// `sphere_center.w` should be 1.0.102///103/// This is used for frustum culling.104fn sphere_intersects_plane_half_space(105 plane: vec4<f32>,106 sphere_center: vec4<f32>,107 sphere_radius: f32108) -> bool {109 return dot(plane, sphere_center) + sphere_radius > 0.0;110}112/// Returns the distances along the ray to its intersections with a sphere113/// centered at the origin.114///115/// r: distance from the sphere center to the ray origin116/// mu: cosine of the zenith angle117/// sphere_radius: radius of the sphere118///119/// Returns vec2(t0, t1). If there is no intersection, returns vec2(-1.0).120fn ray_sphere_intersect(r: f32, mu: f32, sphere_radius: f32) -> vec2<f32> {121 let discriminant = r * r * (mu * mu - 1.0) + sphere_radius * sphere_radius;123 // No intersection124 if discriminant < 0.0 {125 return vec2(-1.0);126 }128 let q = -r * mu;129 let sqrt_discriminant = sqrt(discriminant);131 // Return both intersection distances132 return vec2(133 q - sqrt_discriminant,134 q + sqrt_discriminant135 );136}138/// pow() but safe for NaNs/negatives139fn powsafe(color: vec3<f32>, power: f32) -> vec3<f32> {140 return pow(abs(color), vec3(power)) * sign(color);141}143/// https://en.wikipedia.org/wiki/Vector_projection#Vector_projection_2144fn project_onto(lhs: vec3<f32>, rhs: vec3<f32>) -> vec3<f32> {145 let other_len_sq_rcp = 1.0 / dot(rhs, rhs);146 return rhs * dot(lhs, rhs) * other_len_sq_rcp;147}149// Below are fast approximations of common irrational and trig functions. These150// are likely most useful when raymarching, for example, where complete numeric151// accuracy can be sacrificed for greater sample count.153/// Slightly less accurate than fast_acos_4, but much simpler.154fn fast_acos(in_x: f32) -> f32 {155 let x = abs(in_x);156 var res = -0.156583 * x + HALF_PI;157 res *= sqrt(1.0 - x);158 return select(PI - res, res, in_x >= 0.0);159}161/// 4th order polynomial approximation162/// 4 VGRP, 16 ALU Full Rate163/// 7 * 10^-5 radians precision164/// Reference : Handbook of Mathematical Functions (chapter : Elementary Transcendental Functions), M. Abramowitz and I.A. Stegun, Ed.165fn fast_acos_4(x: f32) -> f32 {166 let x1 = abs(x);167 let x2 = x1 * x1;168 let x3 = x2 * x1;169 var s: f32;171 s = -0.2121144 * x1 + 1.5707288;172 s = 0.0742610 * x2 + s;173 s = -0.0187293 * x3 + s;174 s = sqrt(1.0 - x1) * s;176 // acos function mirroring177 return select(PI - s, s, x >= 0.0);178}180fn fast_atan2(y: f32, x: f32) -> f32 {181 var t0 = max(abs(x), abs(y));182 var t1 = min(abs(x), abs(y));183 var t3 = t1 / t0;184 var t4 = t3 * t3;186 t0 = 0.0872929;187 t0 = t0 * t4 - 0.301895;188 t0 = t0 * t4 + 1.0;189 t3 = t0 * t3;191 t3 = select(t3, (0.5 * PI) - t3, abs(y) > abs(x));192 t3 = select(t3, PI - t3, x < 0);193 t3 = select(-t3, t3, y > 0);195 return t3;196}