#[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: "moon_terrain_pbr",
uniforms: vec![
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(crate::MOON_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(200.0),
},
ShaderUniform {
name: "u_regolith_albedo",
value: UniformValue::Float(0.12),
},
ShaderUniform {
name: "u_solar_flux",
value: UniformValue::Float(crate::SOLAR_CONSTANT_AT_MOON_W_M2 as f32),
},
],
}
}
pub fn eclipse() -> Self {
Self {
name: "moon_eclipse",
uniforms: vec![
ShaderUniform {
name: "u_exposure",
value: UniformValue::Float(0.4),
},
ShaderUniform {
name: "u_gamma",
value: UniformValue::Float(2.2),
},
ShaderUniform {
name: "u_dust_intensity",
value: UniformValue::Float(0.05),
},
],
}
}
pub fn exosphere() -> Self {
Self {
name: "moon_exosphere",
uniforms: vec![
ShaderUniform {
name: "u_sodium_brightness",
value: UniformValue::Float(0.1),
},
ShaderUniform {
name: "u_sodium_color",
value: UniformValue::Vec3([1.0, 0.82, 0.0]),
},
ShaderUniform {
name: "u_horizon_glow_intensity",
value: UniformValue::Float(0.08),
},
],
}
}
}