#[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: "titan_terrain_pbr",
uniforms: vec![
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(crate::TITAN_RADIUS_M as f32),
},
ShaderUniform {
name: "u_atmosphere_height",
value: UniformValue::Float(600_000.0),
},
ShaderUniform {
name: "u_surface_pressure_pa",
value: UniformValue::Float(146_700.0),
},
ShaderUniform {
name: "u_surface_temperature_k",
value: UniformValue::Float(93.7),
},
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]),
},
],
}
}
pub fn atmosphere() -> Self {
Self {
name: "titan_atmosphere_scattering",
uniforms: vec![
ShaderUniform {
name: "u_rayleigh_scale_height",
value: UniformValue::Float(21_000.0),
},
ShaderUniform {
name: "u_haze_optical_depth",
value: UniformValue::Float(3.8),
},
ShaderUniform {
name: "u_methane_fraction",
value: UniformValue::Float(0.014),
},
ShaderUniform {
name: "u_sun_intensity",
value: UniformValue::Float(15.0),
},
ShaderUniform {
name: "u_planet_radius",
value: UniformValue::Float(crate::TITAN_RADIUS_M as f32),
},
ShaderUniform {
name: "u_sky_color",
value: UniformValue::Vec3([0.60, 0.45, 0.20]),
},
],
}
}
pub fn haze() -> Self {
Self {
name: "titan_tholin_haze",
uniforms: vec![
ShaderUniform {
name: "u_haze_base_km",
value: UniformValue::Float(100.0),
},
ShaderUniform {
name: "u_haze_top_km",
value: UniformValue::Float(520.0),
},
ShaderUniform {
name: "u_haze_color",
value: UniformValue::Vec3([0.65, 0.45, 0.15]),
},
ShaderUniform {
name: "u_haze_density",
value: UniformValue::Float(0.7),
},
],
}
}
pub fn eclipse() -> Self {
Self {
name: "titan_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(0.02),
},
],
}
}
}