pub const WGSL_VERSION: u32 = 5;
pub const SHARED_BINDINGS_WGSL: &str = r#"
// @viewport-wgsl-version: 1
// Shared group-0 declarations. Do not re-declare these bindings in plugin
// shaders.
struct Camera {
view_proj: mat4x4<f32>,
eye_pos: vec3<f32>,
_pad0: f32,
forward: vec3<f32>,
_pad1: f32,
inv_view_proj: mat4x4<f32>,
view: mat4x4<f32>,
};
struct SingleLight {
light_view_proj: mat4x4<f32>,
pos_or_dir: vec3<f32>,
light_type: u32,
colour: vec3<f32>,
intensity: f32,
range: f32,
inner_angle: f32,
outer_angle: f32,
spot_direction: vec3<f32>,
_pad: vec2<f32>,
};
struct Lights {
count: u32,
shadow_bias: f32,
shadows_enabled: u32,
debug_vis_mode: u32,
sky_colour: vec3<f32>,
hemisphere_intensity: f32,
ground_colour: vec3<f32>,
debug_vis_scale: f32,
ibl_enabled: u32,
ibl_intensity: f32,
ibl_rotation: f32,
show_skybox: u32,
debug_vis_split_x: f32,
_pad_dbg_a: u32,
_pad_dbg_b: u32,
_pad_dbg_c: u32,
};
struct ClipPlanes {
planes: array<vec4<f32>, 6>,
count: u32,
_pad0: u32,
viewport_width: f32,
viewport_height: f32,
};
struct ClipVolumeEntry {
volume_type: u32,
_pad_a: u32,
_pad_b: u32,
_pad_c: u32,
center: vec3<f32>,
radius: f32,
half_extents: vec3<f32>,
_pad1: f32,
col0: vec3<f32>,
_pad2: f32,
col1: vec3<f32>,
_pad3: f32,
col2: vec3<f32>,
_pad4: f32,
};
struct ClipVolumeUB {
count: u32,
_pad_a: u32,
_pad_b: u32,
_pad_c: u32,
volumes: array<ClipVolumeEntry, 4>,
};
@group(0) @binding(0) var<uniform> camera: Camera;
@group(0) @binding(1) var shadow_atlas_tex: texture_depth_2d;
@group(0) @binding(2) var shadow_atlas_sampler: sampler_comparison;
@group(0) @binding(3) var<uniform> lights: Lights;
@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
@group(0) @binding(6) var<uniform> clip_volume: ClipVolumeUB;
@group(0) @binding(7) var ibl_irradiance_tex: texture_2d<f32>;
@group(0) @binding(8) var ibl_specular_tex: texture_2d<f32>;
@group(0) @binding(9) var ibl_brdf_lut: texture_2d<f32>;
@group(0) @binding(10) var ibl_sampler: sampler;
@group(0) @binding(11) var skybox_tex: texture_2d<f32>;
@group(0) @binding(13) var<storage, read> lights_storage: array<SingleLight>;
// Section-view clip planes: returns false when `world_pos` is on the
// clipped side of any active plane. Plugin fragment shaders call this and
// `discard` when it returns false to match the lib's clipping behaviour.
fn viewport_pass_clip_planes(world_pos: vec3<f32>) -> bool {
for (var i = 0u; i < clip_planes.count; i = i + 1u) {
let plane = clip_planes.planes[i];
if dot(world_pos, plane.xyz) + plane.w < 0.0 {
return false;
}
}
return true;
}
// Composable clip volumes (box / sphere / cylinder): returns true when
// `world_pos` is inside every active clip volume. Returns true when no
// volumes are active.
fn viewport_pass_clip_volumes(world_pos: vec3<f32>) -> bool {
for (var i = 0u; i < clip_volume.count; i = i + 1u) {
let e = clip_volume.volumes[i];
if e.volume_type == 2u {
let d = world_pos - e.center;
let local = vec3<f32>(dot(d, e.col0), dot(d, e.col1), dot(d, e.col2));
if abs(local.x) > e.half_extents.x
|| abs(local.y) > e.half_extents.y
|| abs(local.z) > e.half_extents.z {
return false;
}
} else if e.volume_type == 3u {
let ds = world_pos - e.center;
if dot(ds, ds) > e.radius * e.radius { return false; }
} else if e.volume_type == 4u {
let axis = e.col0;
let d = world_pos - e.center;
let along = dot(d, axis);
if abs(along) > e.half_extents.x { return false; }
let radial = d - axis * along;
if dot(radial, radial) > e.radius * e.radius { return false; }
}
}
return true;
}
// Combined clip test. Returns true when the fragment should be kept,
// false when it should be discarded. Plugin fragment shaders typically:
//
// if !viewport_clip_test(in.world_pos) { discard; }
fn viewport_clip_test(world_pos: vec3<f32>) -> bool {
return viewport_pass_clip_planes(world_pos)
&& viewport_pass_clip_volumes(world_pos);
}
// The shadow-info uniform (binding 5) is declared inside SHARED_PBR_WGSL
// for the sole use of `viewport_sample_csm`. Its struct layout and field
// set are intentionally not part of the published contract and may change
// between catalog versions. Plugins must not redeclare binding 5 and must
// not read the uniform directly; route shadow queries through
// `viewport_sample_csm`.
"#;
pub const SHARED_PBR_WGSL: &str = r#"
// @viewport-wgsl-version: 2
// Shared PBR / lit-shading helpers. Requires SHARED_BINDINGS_WGSL to be
// included first.
//
// Internal binding: the CSM uniform at @group(0) @binding(5) is declared
// here for `viewport_sample_csm`'s use. Its struct layout is an internal
// detail of this catalog; plugin shaders must not reference
// `_viewport_csm` directly or assume the field set is stable.
struct _ViewportCsm {
cascade_vp: array<mat4x4<f32>, 4>,
cascade_splits: vec4<f32>,
cascade_count: u32,
atlas_size: f32,
shadow_filter: u32,
pcss_light_radius: f32,
atlas_rects: array<vec4<f32>, 8>,
};
@group(0) @binding(5) var<uniform> _viewport_csm: _ViewportCsm;
const _VIEWPORT_POISSON_DISK: array<vec2<f32>, 32> = array<vec2<f32>, 32>(
vec2<f32>(-0.94201624, -0.39906216), vec2<f32>( 0.94558609, -0.76890725),
vec2<f32>(-0.09418410, -0.92938870), vec2<f32>( 0.34495938, 0.29387760),
vec2<f32>(-0.91588581, 0.45771432), vec2<f32>(-0.81544232, -0.87912464),
vec2<f32>(-0.38277543, 0.27676845), vec2<f32>( 0.97484398, 0.75648379),
vec2<f32>( 0.44323325, -0.97511554), vec2<f32>( 0.53742981, -0.47373420),
vec2<f32>(-0.26496911, -0.41893023), vec2<f32>( 0.79197514, 0.19090188),
vec2<f32>(-0.24188840, 0.99706507), vec2<f32>(-0.81409955, 0.91437590),
vec2<f32>( 0.19984126, 0.78641367), vec2<f32>( 0.14383161, -0.14100790),
vec2<f32>(-0.44451570, 0.67055830), vec2<f32>( 0.70509040, -0.15854630),
vec2<f32>( 0.07130650, -0.64599580), vec2<f32>( 0.39881030, 0.55789810),
vec2<f32>(-0.60554040, -0.34964830), vec2<f32>( 0.85095100, 0.47178830),
vec2<f32>(-0.47994860, 0.08443340), vec2<f32>(-0.12494190, -0.76098760),
vec2<f32>( 0.64839320, 0.74738240), vec2<f32>(-0.96815740, -0.12345680),
vec2<f32>( 0.27682050, -0.80927180), vec2<f32>(-0.73016460, 0.18344200),
vec2<f32>( 0.54754660, 0.06234570), vec2<f32>(-0.30967360, -0.61021430),
vec2<f32>(-0.57774330, 0.80459740), vec2<f32>( 0.18238670, -0.37596540),
);
struct PbrInputs {
world_pos: vec3<f32>,
world_n: vec3<f32>,
view_dir: vec3<f32>,
albedo: vec3<f32>,
metallic: f32,
roughness: f32,
ao: f32,
emissive: vec3<f32>,
};
// Forward declaration: defined below; referenced by the lighting helpers.
// The full definition appears after the lighting helpers for readability.
// (WGSL allows module-scope identifiers to be used anywhere in the module
// regardless of source order.)
fn viewport_apply_scene_lighting(
normal: vec3<f32>,
base_colour: vec3<f32>,
two_sided: bool,
world_pos: vec3<f32>,
) -> vec3<f32> {
let up_weight = clamp(normal.z * 0.5 + 0.5, 0.0, 1.0);
let ambient = mix(lights.ground_colour, lights.sky_colour, up_weight)
* lights.hemisphere_intensity;
var direct = vec3<f32>(0.0);
let n_lights = lights.count;
for (var i: u32 = 0u; i < n_lights; i = i + 1u) {
let l = lights_storage[i];
var L: vec3<f32>;
var radiance: vec3<f32>;
if l.light_type == 0u {
L = normalize(l.pos_or_dir);
radiance = l.colour * l.intensity;
} else if l.light_type == 1u {
let to_light = l.pos_or_dir - world_pos;
let dist = length(to_light);
L = to_light / max(dist, 0.0001);
let falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
radiance = l.colour * l.intensity * falloff * falloff;
} else {
let to_light = l.pos_or_dir - world_pos;
let dist = length(to_light);
L = to_light / max(dist, 0.0001);
let dist_falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
let spot_dir = normalize(l.spot_direction);
let cos_angle = dot(-L, spot_dir);
let cos_outer = cos(l.outer_angle);
let cos_inner = cos(l.inner_angle);
let cone_att = clamp(
(cos_angle - cos_outer) / max(cos_inner - cos_outer, 0.0001),
0.0, 1.0,
);
radiance = l.colour * l.intensity * dist_falloff * dist_falloff * cone_att;
}
let raw = dot(normal, L);
let n_dot_l = select(max(raw, 0.0), abs(raw), two_sided);
var shadow_factor = 1.0;
if i == 0u {
shadow_factor = viewport_sample_csm(world_pos, normal);
}
direct = direct + radiance * n_dot_l * shadow_factor;
}
return base_colour * (ambient + direct);
}
// Cascade selection + atlas tap. Mirrors the bias scheme and filter
// kernel used by the lib's built-in mesh pipeline so plugin items composite
// consistently in the same scene. Implementation details (cascade count,
// filter, bias) are internal and may change between catalog versions.
fn viewport_sample_csm(world_pos: vec3<f32>, world_normal: vec3<f32>) -> f32 {
if lights.shadows_enabled == 0u || lights.count == 0u {
return 1.0;
}
let primary = lights_storage[0];
var light_dir: vec3<f32>;
if primary.light_type == 0u {
light_dir = normalize(primary.pos_or_dir);
} else {
let to_light = primary.pos_or_dir - world_pos;
light_dir = to_light / max(length(to_light), 0.0001);
}
let eye_pos = camera.eye_pos;
let dist = dot(world_pos - eye_pos, camera.forward);
var cascade_idx = 0u;
for (var i = 0u; i < _viewport_csm.cascade_count; i = i + 1u) {
if dist > _viewport_csm.cascade_splits[i] {
cascade_idx = i + 1u;
}
}
cascade_idx = min(cascade_idx, _viewport_csm.cascade_count - 1u);
let light_clip = _viewport_csm.cascade_vp[cascade_idx] * vec4<f32>(world_pos, 1.0);
let ndc = light_clip.xyz / light_clip.w;
let tile_uv = vec2<f32>(ndc.x * 0.5 + 0.5, -ndc.y * 0.5 + 0.5);
let rect = _viewport_csm.atlas_rects[cascade_idx];
let atlas_uv = vec2<f32>(
mix(rect.x, rect.z, tile_uv.x),
mix(rect.y, rect.w, tile_uv.y),
);
let n_dot_l = dot(world_normal, light_dir);
let offset_sign = select(-1.0, 1.0, n_dot_l >= 0.0);
let vp = _viewport_csm.cascade_vp[cascade_idx];
let vp_row0 = vec3<f32>(vp[0][0], vp[1][0], vp[2][0]);
let vp_row1 = vec3<f32>(vp[0][1], vp[1][1], vp[2][1]);
let vp_row2 = vec3<f32>(vp[0][2], vp[1][2], vp[2][2]);
let texel_world = 2.0 / (length(vp_row0) * _viewport_csm.atlas_size * (rect.z - rect.x));
let primary_light_type = primary.light_type;
var offset_world: vec3<f32>;
if primary_light_type == 0u {
let normal_bias = texel_world * 1.5;
offset_world = world_pos - light_dir * normal_bias;
} else {
let normal_bias = texel_world * mix(1.5, 0.0, clamp(abs(n_dot_l), 0.0, 1.0));
offset_world = world_pos + world_normal * (offset_sign * normal_bias);
}
let offset_clip = _viewport_csm.cascade_vp[cascade_idx] * vec4<f32>(offset_world, 1.0);
let biased_depth = (offset_clip.xyz / offset_clip.w).z - lights.shadow_bias;
if tile_uv.x < 0.0 || tile_uv.x > 1.0 || tile_uv.y < 0.0 || tile_uv.y > 1.0 ||
ndc.z < 0.0 || ndc.z > 1.0 {
return 1.0;
}
let n_ndc = vec3<f32>(
dot(vp_row0, world_normal) / dot(vp_row0, vp_row0),
dot(vp_row1, world_normal) / dot(vp_row1, vp_row1),
dot(vp_row2, world_normal) / dot(vp_row2, vp_row2),
);
let nz_sign = select(-1.0, 1.0, n_ndc.z >= 0.0);
let nz = nz_sign * max(abs(n_ndc.z), 1e-4);
let rp_gate = select(0.0, 1.0, primary_light_type == 0u);
let depth_grad = vec2<f32>(
-n_ndc.x / nz * 2.0 / (rect.z - rect.x),
n_ndc.y / nz * 2.0 / (rect.w - rect.y),
) * rp_gate;
let texel_size = 1.0 / _viewport_csm.atlas_size;
let noise = fract(52.9829189 * fract(dot(world_pos.xz, vec2<f32>(0.06711056, 0.00583715))));
let rot = noise * 6.28318530;
let sin_r = sin(rot);
let cos_r = cos(rot);
if _viewport_csm.shadow_filter == 1u {
let search_radius = _viewport_csm.pcss_light_radius * 16.0 * texel_size;
var blocker_sum = 0.0;
var blocker_count = 0.0;
for (var i = 0u; i < 16u; i = i + 1u) {
let d = _VIEWPORT_POISSON_DISK[i];
let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
let sample_uv = atlas_uv + rd * search_radius;
let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
let coords = vec2<i32>(clamped_uv * _viewport_csm.atlas_size);
let raw_depth = textureLoad(shadow_atlas_tex, coords, 0);
if raw_depth < ndc.z {
blocker_sum = blocker_sum + raw_depth;
blocker_count = blocker_count + 1.0;
}
}
if blocker_count < 1.0 {
return 1.0;
}
let avg_blocker = blocker_sum / blocker_count;
let penumbra_width = _viewport_csm.pcss_light_radius * (biased_depth - avg_blocker) / max(avg_blocker, 0.001);
let filter_radius = max(penumbra_width * 16.0 * texel_size, texel_size);
var shadow = 0.0;
for (var i = 0u; i < 32u; i = i + 1u) {
let d = _VIEWPORT_POISSON_DISK[i];
let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
let sample_uv = atlas_uv + rd * filter_radius;
let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
let tap_depth = biased_depth
+ clamp(dot(depth_grad, clamped_uv - atlas_uv), -0.005, 0.005);
shadow = shadow + textureSampleCompare(shadow_atlas_tex, shadow_atlas_sampler, clamped_uv, tap_depth);
}
return shadow / 32.0;
} else {
let pcf_radius = select(4.0, 1.5, primary_light_type == 0u) * texel_size;
var shadow = 0.0;
for (var i = 0u; i < 32u; i = i + 1u) {
let d = _VIEWPORT_POISSON_DISK[i];
let rd = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r);
let sample_uv = atlas_uv + rd * pcf_radius;
let clamped_uv = clamp(sample_uv, rect.xy, rect.zw);
let tap_depth = biased_depth
+ clamp(dot(depth_grad, clamped_uv - atlas_uv), -0.005, 0.005);
shadow = shadow + textureSampleCompare(shadow_atlas_tex, shadow_atlas_sampler, clamped_uv, tap_depth);
}
return shadow / 32.0;
}
}
// PBR shading. Cook-Torrance specular with GGX NDF + Smith G + Schlick
// Fresnel, Lambert diffuse weighted by (1 - metallic). Integrates against
// every active scene light; IBL contribution is added when
// `lights.ibl_enabled != 0`.
fn viewport_pbr_shade(inp: PbrInputs) -> vec3<f32> {
let N = normalize(inp.world_n);
let V = normalize(inp.view_dir);
let roughness = max(inp.roughness, 0.04);
let alpha = roughness * roughness;
let alpha2 = alpha * alpha;
let f0 = mix(vec3<f32>(0.04), inp.albedo, inp.metallic);
// Hemisphere ambient (kept for parity with non-PBR pipelines when IBL
// is disabled).
let up_weight = clamp(N.z * 0.5 + 0.5, 0.0, 1.0);
let ambient = mix(lights.ground_colour, lights.sky_colour, up_weight)
* lights.hemisphere_intensity * inp.albedo * inp.ao;
var lo = vec3<f32>(0.0);
let n_lights = lights.count;
for (var i: u32 = 0u; i < n_lights; i = i + 1u) {
let l = lights_storage[i];
var L: vec3<f32>;
var radiance: vec3<f32>;
if l.light_type == 0u {
L = normalize(l.pos_or_dir);
radiance = l.colour * l.intensity;
} else if l.light_type == 1u {
let to_light = l.pos_or_dir - inp.world_pos;
let dist = length(to_light);
L = to_light / max(dist, 0.0001);
let falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
radiance = l.colour * l.intensity * falloff * falloff;
} else {
let to_light = l.pos_or_dir - inp.world_pos;
let dist = length(to_light);
L = to_light / max(dist, 0.0001);
let dist_falloff = clamp(1.0 - dist / l.range, 0.0, 1.0);
let spot_dir = normalize(l.spot_direction);
let cos_angle = dot(-L, spot_dir);
let cos_outer = cos(l.outer_angle);
let cos_inner = cos(l.inner_angle);
let cone_att = clamp(
(cos_angle - cos_outer) / max(cos_inner - cos_outer, 0.0001),
0.0, 1.0,
);
radiance = l.colour * l.intensity * dist_falloff * dist_falloff * cone_att;
}
let H = normalize(V + L);
let n_dot_l = max(dot(N, L), 0.0);
let n_dot_v = max(dot(N, V), 0.0001);
let n_dot_h = max(dot(N, H), 0.0);
let v_dot_h = max(dot(V, H), 0.0);
let denom = n_dot_h * n_dot_h * (alpha2 - 1.0) + 1.0;
let D = alpha2 / max(3.14159265 * denom * denom, 1e-6);
let k = (roughness + 1.0) * (roughness + 1.0) * 0.125;
let G1v = n_dot_v / (n_dot_v * (1.0 - k) + k);
let G1l = n_dot_l / max(n_dot_l * (1.0 - k) + k, 1e-6);
let G = G1v * G1l;
let F = f0 + (vec3<f32>(1.0) - f0) * pow(1.0 - v_dot_h, 5.0);
let spec = (D * G) * F / max(4.0 * n_dot_v * n_dot_l, 1e-6);
let kd = (vec3<f32>(1.0) - F) * (1.0 - inp.metallic);
let diff = kd * inp.albedo / 3.14159265;
var shadow_factor = 1.0;
if i == 0u {
shadow_factor = viewport_sample_csm(inp.world_pos, N);
}
lo = lo + (diff + spec) * radiance * n_dot_l * shadow_factor;
}
return ambient + lo + inp.emissive;
}
"#;
pub const SHARED_OIT_WGSL: &str = r#"
// @viewport-wgsl-version: 1
// OIT MRT output struct and pack helper. Requires SHARED_BINDINGS_WGSL.
//
// Use as:
// @fragment
// fn fs_main(...) -> OitOutput {
// return viewport_oit_pack(color_rgb, alpha, in.view_z);
// }
//
// `view_z` is the view-space Z coordinate (negative in front of the
// camera). The weight function biases nearer fragments toward higher
// contribution, matching the weight curve in mesh_oit.wgsl.
struct OitOutput {
@location(0) accum: vec4<f32>,
@location(1) reveal: f32,
};
fn viewport_oit_weight(view_z: f32, alpha: f32) -> f32 {
// Weight curve from McGuire & Bavoil 2013, equation 7. Tuned for the
// lib's typical scene depth range.
let z = abs(view_z);
let w = alpha * clamp(10.0 / (1e-5 + pow(z / 5.0, 2.0) + pow(z / 200.0, 6.0)), 1e-2, 3e3);
return w;
}
fn viewport_oit_pack(color: vec3<f32>, alpha: f32, view_z: f32) -> OitOutput {
let w = viewport_oit_weight(view_z, alpha);
var out: OitOutput;
out.accum = vec4<f32>(color * alpha * w, alpha * w);
out.reveal = alpha;
return out;
}
"#;
pub const SHARED_MASK_WGSL: &str = r#"
// @viewport-wgsl-version: 1
// Outline-mask fragment helper. Returns a single R8 value of 1.0 for any
// covered pixel; the composite reads the mask and draws the outline edge.
@fragment
fn viewport_mask_fs() -> @location(0) f32 {
return 1.0;
}
"#;
pub const SHARED_PICK_WGSL: &str = r#"
// @viewport-wgsl-version: 1
// Pick-id fragment helper. The vertex stage must provide a flat-interpolated
// pick_id at @location(0) of the fragment input; see your pipeline's vertex
// shader for the matching declaration.
@fragment
fn viewport_pick_fs(
@location(0) @interpolate(flat) pick_id: u32,
) -> @location(0) u32 {
return pick_id;
}
"#;