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1//! World space:
2//! +y is up
3//!
4//! View space:
5//! -z is forward, +x is right, +y is up
6//! Forward is from the camera position into the scene.
7//! (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
8//! (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation
9//!
10//! NDC (normalized device coordinate):
11//! https://www.w3.org/TR/webgpu/#coordinate-systems
12//! (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC
13//! (1.0, 1.0) in NDC is located at the top-right corner of NDC
14//! Z is depth where:
15//! 1.0 is near clipping plane
16//! Perspective projection: 0.0 is inf far away
17//! Orthographic projection: 0.0 is far clipping plane
18//!
19//! Clip space:
20//! This is NDC before the perspective divide, still in homogenous coordinate space.
21//! Dividing a clip space point by its w component yields a point in NDC space.
22//!
23//! UV space:
24//! 0.0, 0.0 is the top left
25//! 1.0, 1.0 is the bottom right
27struct ColorGrading {
28 balance: mat3x3<f32>,
29 saturation: vec3<f32>,
30 contrast: vec3<f32>,
31 gamma: vec3<f32>,
32 gain: vec3<f32>,
33 lift: vec3<f32>,
34 midtone_range: vec2<f32>,
35 exposure: f32,
36 hue: f32,
37 post_saturation: f32,
40struct View {
41 clip_from_world: mat4x4<f32>,
42 unjittered_clip_from_world: mat4x4<f32>,
43 world_from_clip: mat4x4<f32>,
44 world_from_view: mat4x4<f32>,
45 view_from_world: mat4x4<f32>,
46 /// Typically a column-major right-handed projection matrix, one of either:
47 ///
48 /// Perspective (infinite reverse z)
49 /// ```
50 /// f = 1 / tan(fov_y_radians / 2)
51 ///
52 /// ⎡ f / aspect 0 0 0 ⎤
53 /// ⎢ 0 f 0 0 ⎥
54 /// ⎢ 0 0 0 near ⎥
55 /// ⎣ 0 0 -1 0 ⎦
56 /// ```
57 ///
58 /// Orthographic
59 /// ```
60 /// w = right - left
61 /// h = top - bottom
62 /// d = far - near
63 /// cw = -right - left
64 /// ch = -top - bottom
65 ///
66 /// ⎡ 2 / w 0 0 cw / w ⎤
67 /// ⎢ 0 2 / h 0 ch / h ⎥
68 /// ⎢ 0 0 1 / d far / d ⎥
69 /// ⎣ 0 0 0 1 ⎦
70 /// ```
71 ///
72 /// `clip_from_view[3][3] == 1.0` is the standard way to check if a projection is orthographic
73 ///
74 /// Wgsl matrices are column major, so for example getting the near plane of a perspective projection is `clip_from_view[3][2]`
75 ///
76 /// Custom projections are also possible however.
77 clip_from_view: mat4x4<f32>,
78 view_from_clip: mat4x4<f32>,
79 world_position: vec3<f32>,
80 exposure: f32,
81 /// viewport(x_origin, y_origin, width, height)
82 viewport: vec4<f32>,
83 main_pass_viewport: vec4<f32>,
84 /// 6 world-space half spaces (normal: vec3, distance: f32) ordered left, right, top, bottom, near, far.
85 /// The normal vectors point towards the interior of the frustum.
86 /// A half space contains `p` if `normal.dot(p) + distance > 0.`
87 frustum: array<vec4<f32>, 6>,
88 /// The world-space position of the camera used to resolve visibility ranges.
89 ///
90 /// This is the position of the camera itself, unless this view isn't
91 /// associated with a camera, in which case it's the position of the primary
92 /// camera.
93 lod_view_world_position: vec3<f32>,
94 color_grading: ColorGrading,
95 mip_bias: f32,
96 frame_count: u32,
97};
99// -----------------
100// TO WORLD --------
101// -----------------
103/// Convert a view space position to world space
104fn position_view_to_world(view_pos: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {
105 let world_pos = world_from_view * vec4(view_pos, 1.0);
106 return world_pos.xyz;
109/// Convert a clip space position to world space
110fn position_clip_to_world(clip_pos: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
111 let world_pos = world_from_clip * clip_pos;
112 return world_pos.xyz;
115/// Convert a ndc space position to world space
116fn position_ndc_to_world(ndc_pos: vec3<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
117 let world_pos = world_from_clip * vec4(ndc_pos, 1.0);
118 return world_pos.xyz / world_pos.w;
121/// Convert a view space direction to world space
122fn direction_view_to_world(view_dir: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {
123 let world_dir = world_from_view * vec4(view_dir, 0.0);
124 return world_dir.xyz;
127/// Convert a clip space direction to world space
128fn direction_clip_to_world(clip_dir: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
129 let world_dir = world_from_clip * clip_dir;
130 return world_dir.xyz;
133// -----------------
134// TO VIEW ---------
135// -----------------
137/// Convert a world space position to view space
138fn position_world_to_view(world_pos: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {
139 let view_pos = view_from_world * vec4(world_pos, 1.0);
140 return view_pos.xyz;
143/// Convert a clip space position to view space
144fn position_clip_to_view(clip_pos: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {
145 let view_pos = view_from_clip * clip_pos;
146 return view_pos.xyz;
149/// Convert a ndc space position to view space
150fn position_ndc_to_view(ndc_pos: vec3<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {
151 let view_pos = view_from_clip * vec4(ndc_pos, 1.0);
152 return view_pos.xyz / view_pos.w;
155/// Convert a world space direction to view space
156fn direction_world_to_view(world_dir: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {
157 let view_dir = view_from_world * vec4(world_dir, 0.0);
158 return view_dir.xyz;
161/// Convert a clip space direction to view space
162fn direction_clip_to_view(clip_dir: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {
163 let view_dir = view_from_clip * clip_dir;
164 return view_dir.xyz;
167// -----------------
168// TO CLIP ---------
169// -----------------
171/// Convert a world space position to clip space
172fn position_world_to_clip(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {
173 let clip_pos = clip_from_world * vec4(world_pos, 1.0);
174 return clip_pos;
177/// Convert a view space position to clip space
178fn position_view_to_clip(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {
179 let clip_pos = clip_from_view * vec4(view_pos, 1.0);
180 return clip_pos;
183/// Convert a world space direction to clip space
184fn direction_world_to_clip(world_dir: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {
185 let clip_dir = clip_from_world * vec4(world_dir, 0.0);
186 return clip_dir;
189/// Convert a view space direction to clip space
190fn direction_view_to_clip(view_dir: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {
191 let clip_dir = clip_from_view * vec4(view_dir, 0.0);
192 return clip_dir;
195// -----------------
196// TO NDC ----------
197// -----------------
199/// Convert a world space position to ndc space
200fn position_world_to_ndc(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec3<f32> {
201 let ndc_pos = clip_from_world * vec4(world_pos, 1.0);
202 return ndc_pos.xyz / ndc_pos.w;
205/// Convert a view space position to ndc space
206fn position_view_to_ndc(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec3<f32> {
207 let ndc_pos = clip_from_view * vec4(view_pos, 1.0);
208 return ndc_pos.xyz / ndc_pos.w;
211// -----------------
212// DEPTH -----------
213// -----------------
215/// Retrieve the perspective camera near clipping plane
216fn perspective_camera_near(clip_from_view: mat4x4<f32>) -> f32 {
217 return clip_from_view[3][2];
220/// Convert ndc depth to linear view z.
221/// Note: Depth values in front of the camera will be negative as -z is forward
222fn depth_ndc_to_view_z(ndc_depth: f32, clip_from_view: mat4x4<f32>, view_from_clip: mat4x4<f32>) -> f32 {
223@if(VIEW_PROJECTION_PERSPECTIVE)
224 return -perspective_camera_near(clip_from_view) / ndc_depth;
225@elif(VIEW_PROJECTION_ORTHOGRAPHIC)
226 return -(clip_from_view[3][2] - ndc_depth) / clip_from_view[2][2];
227@else {
228 let view_pos = view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0);
229 return view_pos.z / view_pos.w;
233/// Convert linear view z to ndc depth.
234/// Note: View z input should be negative for values in front of the camera as -z is forward
235fn view_z_to_depth_ndc(view_z: f32, clip_from_view: mat4x4<f32>) -> f32 {
236@if(VIEW_PROJECTION_PERSPECTIVE)
237 return -perspective_camera_near(clip_from_view) / view_z;
238@elif(VIEW_PROJECTION_ORTHOGRAPHIC)
239 return clip_from_view[3][2] + view_z * clip_from_view[2][2];
240@else {
241 let ndc_pos = clip_from_view * vec4(0.0, 0.0, view_z, 1.0);
242 return ndc_pos.z / ndc_pos.w;
246// -----------------
247// UV --------------
248// -----------------
250/// Convert ndc space xy coordinate `[-1.0 .. 1.0]` to uv `[0.0 .. 1.0]`
251fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
252 return ndc * vec2(0.5, -0.5) + vec2(0.5);
255/// Convert uv `[0.0 .. 1.0]` coordinate to ndc space xy `[-1.0 .. 1.0]`
256fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
257 return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
260/// returns the `(0.0, 0.0) .. (1.0, 1.0)` position within the viewport for the current render target
261/// `[0 .. render target viewport size]` eg. `[(0.0, 0.0) .. (1280.0, 720.0)]` to `[(0.0, 0.0) .. (1.0, 1.0)]`
262fn frag_coord_to_uv(frag_coord: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {
263 return (frag_coord - viewport.xy) / viewport.zw;
266/// Convert frag coord to ndc
267fn frag_coord_to_ndc(frag_coord: vec4<f32>, viewport: vec4<f32>) -> vec3<f32> {
268 return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy, viewport)), frag_coord.z);
271/// Convert ndc space xy coordinate `[-1.0 .. 1.0]` to `[0 .. render target
272/// viewport size]`
273fn ndc_to_frag_coord(ndc: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {
274 return ndc_to_uv(ndc) * viewport.zw;
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