struct LightData {
position: vec4<f32>,
color: vec4<f32>,
direction: vec4<f32>,
params: vec4<f32>, // x: range, y: intensity, z: type, w: pad
}
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) view_pos: vec3<f32>,
@location(1) sphere_center_view: vec3<f32>,
@location(2) radius: f32,
}
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32,
) -> VertexOutput {
var out: VertexOutput;
// Quad vertices (Triangle strip)
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 particle = fluid_particles[instance_index];
// Skip foam/spray particles — they are rendered in a separate pass
if (particle.phase == 1u || particle.phase == 2u) {
var skip_out: VertexOutput;
skip_out.clip_position = vec4<f32>(0.0, 0.0, 2.0, 1.0);
skip_out.view_pos = vec3<f32>(0.0);
skip_out.sphere_center_view = vec3<f32>(0.0);
skip_out.radius = 0.0;
return skip_out;
}
let radius = 0.20; // Increased from 0.08 so spheres overlap and merge smoothly into a continuous surface
let world_pos = particle.position;
// Wait, Gizmo-engine view matrix isn't directly exposed in SceneUniforms, it's combined into view_proj.
// Let's assume view matrix can be derived, or we just do billboard in world space.
// Actually, screen-aligned billboard:
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);
let vertex_world_pos = world_pos + (right * offset.x + billboard_up * offset.y) * radius;
out.clip_position = scene.view_proj * vec4<f32>(vertex_world_pos, 1.0);
out.view_pos = vertex_world_pos;
out.sphere_center_view = world_pos;
out.radius = radius;
return out;
}
struct DepthOutput {
@builtin(frag_depth) depth: f32,
@location(0) color: vec4<f32>,
}
@fragment
fn fs_main(in: VertexOutput) -> DepthOutput {
let ray_origin = scene.camera_pos.xyz;
let ray_dir = normalize(in.view_pos - ray_origin);
let oc = ray_origin - in.sphere_center_view;
let b = dot(oc, ray_dir);
let c = dot(oc, oc) - in.radius * in.radius;
let h = b * b - c;
if (h < 0.0) {
discard;
}
let t0 = -b - sqrt(h);
let t1 = -b + sqrt(h);
let t = select(t1, t0, t0 > 0.0);
if (t < 0.0) { discard; }
let hit_pos = ray_origin + ray_dir * t;
let clip_pos = scene.view_proj * vec4<f32>(hit_pos, 1.0);
let depth_val = clamp(clip_pos.z / clip_pos.w, 0.0, 1.0);
// Accurate analytical world-space normal for the sphere
let normal = normalize(hit_pos - in.sphere_center_view);
var out: DepthOutput;
out.depth = depth_val;
out.color = vec4<f32>(normal, depth_val);
return out;
}