#[derive(Debug, Clone)]
pub enum UniformValue {
Float(f32),
Vec3([f32; 3]),
Vec4([f32; 4]),
Int(i32),
}
#[derive(Debug, Clone)]
pub struct ShaderUniform {
pub name: &'static str,
pub value: UniformValue,
}
pub struct ShaderEndpoint {
pub name: &'static str,
pub uniforms: Vec<ShaderUniform>,
}
impl ShaderEndpoint {
pub fn terrain() -> Self {
Self {
name: "europa_terrain_pbr",
uniforms: vec![
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(crate::EUROPA_RADIUS_M as f32),
},
ShaderUniform {
name: "u_sun_direction",
value: UniformValue::Vec3([0.0, 1.0, 0.0]),
},
ShaderUniform {
name: "u_camera_pos",
value: UniformValue::Vec3([0.0, 0.0, 0.0]),
},
ShaderUniform {
name: "u_surface_temp_k",
value: UniformValue::Float(100.0),
},
ShaderUniform {
name: "u_ice_albedo",
value: UniformValue::Float(0.67),
},
ShaderUniform {
name: "u_crack_color",
value: UniformValue::Vec3([0.40, 0.35, 0.30]),
},
],
}
}
pub fn ice_surface() -> Self {
Self {
name: "europa_ice_subsurface",
uniforms: vec![
ShaderUniform {
name: "u_shell_thickness_m",
value: UniformValue::Float(20_000.0),
},
ShaderUniform {
name: "u_surface_temp_k",
value: UniformValue::Float(100.0),
},
ShaderUniform {
name: "u_basal_temp_k",
value: UniformValue::Float(273.0),
},
ShaderUniform {
name: "u_fresnel_power",
value: UniformValue::Float(5.0),
},
ShaderUniform {
name: "u_subsurface_scatter_color",
value: UniformValue::Vec3([0.7, 0.85, 1.0]),
},
],
}
}
pub fn eclipse() -> Self {
Self {
name: "europa_eclipse",
uniforms: vec![
ShaderUniform {
name: "u_exposure",
value: UniformValue::Float(0.3),
},
ShaderUniform {
name: "u_gamma",
value: UniformValue::Float(2.2),
},
ShaderUniform {
name: "u_dust_intensity",
value: UniformValue::Float(0.01),
},
],
}
}
}