#[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: "io_terrain_pbr",
uniforms: vec![
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(crate::IO_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(130.0),
},
ShaderUniform {
name: "u_sulfur_tint",
value: UniformValue::Vec3([0.85, 0.75, 0.20]),
},
ShaderUniform {
name: "u_lava_glow_intensity",
value: UniformValue::Float(0.0),
},
],
}
}
pub fn volcanic() -> Self {
Self {
name: "io_volcanic_emission",
uniforms: vec![
ShaderUniform {
name: "u_lava_temperature_k",
value: UniformValue::Float(1_500.0),
},
ShaderUniform {
name: "u_lava_color",
value: UniformValue::Vec3([1.0, 0.3, 0.0]),
},
ShaderUniform {
name: "u_plume_opacity",
value: UniformValue::Float(0.4),
},
ShaderUniform {
name: "u_plume_height_km",
value: UniformValue::Float(300.0),
},
ShaderUniform {
name: "u_so2_frost_albedo",
value: UniformValue::Float(0.92),
},
],
}
}
pub fn eclipse() -> Self {
Self {
name: "io_eclipse",
uniforms: vec![
ShaderUniform {
name: "u_exposure",
value: UniformValue::Float(0.3),
},
ShaderUniform {
name: "u_gamma",
value: UniformValue::Float(2.2),
},
ShaderUniform {
name: "u_lava_glow_visible",
value: UniformValue::Int(1),
},
],
}
}
}