// ═══════════════════════════════════════════════════════════════════════
// Foam / Spray / Droplet Render Shader
// Renders classified non-liquid particles as individual billboards
// Phase 1 = Spray (small, bright, velocity-stretched)
// Phase 2 = Foam (medium, white, soft circles on surface)
// ═══════════════════════════════════════════════════════════════════════
struct LightData {
position: vec4<f32>,
color: vec4<f32>,
direction: vec4<f32>,
params: vec4<f32>,
}
struct SceneUniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
sun_direction: vec4<f32>,
sun_color: vec4<f32>,
lights: array<LightData, 10>,
light_view_proj: array<mat4x4<f32>, 4>,
cascade_splits: vec4<f32>,
camera_forward: vec4<f32>,
}
@group(0) @binding(0) var<uniform> scene: SceneUniforms;
struct FluidParticle {
position: vec3<f32>,
density: f32,
velocity: vec3<f32>,
lambda: f32,
predicted_position: vec3<f32>,
phase: u32,
vorticity: vec3<f32>,
_pad_vort: f32,
}
@group(1) @binding(1) var<storage, read> fluid_particles: array<FluidParticle>;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
}
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let particle = fluid_particles[instance_index];
// Only render spray (1) and foam (2) — skip liquid and uninitialized
if (particle.phase != 1u && particle.phase != 2u) {
out.clip_position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Behind far plane
out.uv = vec2<f32>(0.0);
out.color = vec4<f32>(0.0);
return out;
}
var quad_pos = array<vec2<f32>, 4>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0)
);
let offset = quad_pos[vertex_index];
let world_pos = particle.position;
let speed = length(particle.velocity);
// Size and color based on particle type
var radius: f32;
var particle_color: vec4<f32>;
if (particle.phase == 1u) {
// ── SPRAY ── Small bright droplets
radius = 0.025 + speed * 0.003; // Faster = slightly larger
let intensity = clamp(speed / 8.0, 0.4, 1.0);
particle_color = vec4<f32>(0.85, 0.92, 1.0, intensity * 0.7);
} else {
// ── FOAM ── Larger soft white patches
radius = 0.04;
particle_color = vec4<f32>(0.92, 0.96, 1.0, 0.5);
}
// Billboard facing camera
let to_camera = normalize(scene.camera_pos.xyz - world_pos);
var up = vec3<f32>(0.0, 1.0, 0.0);
if (abs(to_camera.y) > 0.999) {
up = vec3<f32>(0.0, 0.0, 1.0);
}
let right = normalize(cross(up, to_camera));
let billboard_up = cross(to_camera, right);
// Velocity-stretch for spray (elongated along motion direction)
var stretch_offset = offset;
if (particle.phase == 1u && speed > 2.0) {
let vel_dir = normalize(particle.velocity);
let vel_screen_right = dot(vel_dir, right);
let vel_screen_up = dot(vel_dir, billboard_up);
let stretch = min(speed * 0.15, 1.5);
stretch_offset.x += vel_screen_right * stretch * sign(offset.x);
stretch_offset.y += vel_screen_up * stretch * sign(offset.y);
}
let vertex_world_pos = world_pos + (right * stretch_offset.x + billboard_up * stretch_offset.y) * radius;
out.clip_position = scene.view_proj * vec4<f32>(vertex_world_pos, 1.0);
out.uv = offset;
out.color = particle_color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let dist = length(in.uv);
if (dist > 1.0) { discard; }
// Soft Gaussian falloff
let falloff = exp(-dist * dist * 3.0);
let alpha = in.color.a * falloff;
// Premultiplied alpha output for additive blending
return vec4<f32>(in.color.rgb * alpha, alpha);
}