Enhance CDN packages and playground
Amp-Thread-ID: https://ampcode.com/threads/T-01a02485-5574-707c-bff4-5668d83bee8a Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
@@ -62,10 +62,14 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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if (id.x != 0u) { return; }
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var count = 0u;
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var light = vec3<f32>(0.0);
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var pointLight = vec3<f32>(0.0);
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var spotLight = vec3<f32>(0.0);
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for (var i = 0u; i < arrayLength(&pointLights) / 2u; i++) {
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let enabled = pointLights[i * 2u + 1u].y;
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count += select(0u, 1u, enabled != 0.0);
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light += pointLights[i * 2u].rgb * pointLights[i * 2u].a * enabled * 0.02;
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let contribution = pointLights[i * 2u].rgb * pointLights[i * 2u].a * enabled * 0.02;
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light += contribution;
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pointLight += contribution;
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}
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for (var i = 0u; i < arrayLength(&rectLights) / 3u; i++) {
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let enabled = rectLights[i * 3u + 1u].z;
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@@ -75,7 +79,9 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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for (var i = 0u; i < arrayLength(&spotLights) / 2u; i++) {
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let enabled = spotLights[i * 2u + 1u].w;
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count += select(0u, 1u, enabled != 0.0);
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light += spotLights[i * 2u].rgb * spotLights[i * 2u].a * enabled * 0.02;
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let contribution = spotLights[i * 2u].rgb * spotLights[i * 2u].a * enabled * 0.02;
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light += contribution;
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spotLight += contribution;
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}
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for (var i = 0u; i < arrayLength(&directionalLights) / 2u; i++) {
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let enabled = directionalLights[i * 2u + 1u].x;
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@@ -90,6 +96,12 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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clusters[1] = bitcast<u32>(light.r);
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clusters[2] = bitcast<u32>(light.g);
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clusters[3] = bitcast<u32>(light.b);
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clusters[4] = bitcast<u32>(pointLight.r);
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clusters[5] = bitcast<u32>(pointLight.g);
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clusters[6] = bitcast<u32>(pointLight.b);
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clusters[7] = bitcast<u32>(spotLight.r);
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clusters[8] = bitcast<u32>(spotLight.g);
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clusters[9] = bitcast<u32>(spotLight.b);
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}`;
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const basicForwardShader = /* wgsl */ `
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@@ -173,6 +185,8 @@ struct VertexOutput {
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@group(0) @binding(5) var<storage, read> meshInfo: array<u32>;
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@group(0) @binding(6) var<storage, read> materials: array<vec4<f32>>;
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@group(0) @binding(7) var<storage, read> cameraMatrices: array<vec4<f32>>;
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@group(0) @binding(8) var<storage, read> pointLights: array<vec4<f32>>;
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@group(0) @binding(9) var<storage, read> spotLights: array<vec4<f32>>;
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${mask ? "@group(1) @binding(0) var materialSampler: sampler;" : ""}
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${baseTexture ? "@group(1) @binding(1) var baseTexture: texture_2d<f32>;" : ""}
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${materialTexture ? "@group(1) @binding(2) var materialTexture: texture_2d<f32>;" : ""}
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@@ -235,10 +249,38 @@ fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
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let f0 = mix(vec3(0.04), base.rgb, metallic);
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let specular = f0 * pow(nDotH, max(2.0, 2.0 / (roughness * roughness) - 2.0));
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let clusterLight = vec3<f32>(bitcast<f32>(clusters[1]), bitcast<f32>(clusters[2]), bitcast<f32>(clusters[3]));
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let ambient = vec3(0.08) + clusterLight;
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let diffuse = base.rgb * (1.0 - metallic) * nDotL;
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let pointAmbient = vec3<f32>(bitcast<f32>(clusters[4]), bitcast<f32>(clusters[5]), bitcast<f32>(clusters[6]));
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let spotAmbient = vec3<f32>(bitcast<f32>(clusters[7]), bitcast<f32>(clusters[8]), bitcast<f32>(clusters[9]));
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let ambient = vec3(0.08) + max(clusterLight - pointAmbient - spotAmbient, vec3(0.0));
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var pointDiffuse = vec3<f32>(0.0);
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for (var i = 0u; i < arrayLength(&pointLights) / 2u; i++) {
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let colorIntensity = pointLights[i * 2u];
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let state = pointLights[i * 2u + 1u];
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if (state.y == 0.0 || state.x <= 0.0) { continue; }
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let offset = positions[i].xyz - input.world;
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let distance = length(offset);
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let attenuation = pow(max(1.0 - distance / state.x, 0.0), 2.0);
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let incidence = max(dot(normal, offset / max(distance, 0.0001)), 0.0);
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pointDiffuse += colorIntensity.rgb * colorIntensity.a * attenuation * incidence * 0.08;
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}
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var spotDiffuse = vec3<f32>(0.0);
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for (var i = 0u; i < arrayLength(&spotLights) / 2u; i++) {
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let colorIntensity = spotLights[i * 2u];
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let state = spotLights[i * 2u + 1u];
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if (state.w == 0.0 || state.x <= 0.0) { continue; }
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let fromLight = input.world - positions[i].xyz;
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let distance = length(fromLight);
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let lightDirection = normalize(rotate(rotors[i], vec3<f32>(0.0, 0.0, -1.0)));
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let cone = smoothstep(cos(state.z), cos(state.y), dot(lightDirection, fromLight / max(distance, 0.0001)));
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let attenuation = pow(max(1.0 - distance / state.x, 0.0), 2.0);
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let incidence = max(dot(normal, -fromLight / max(distance, 0.0001)), 0.0);
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spotDiffuse += colorIntensity.rgb * colorIntensity.a * cone * attenuation * incidence * 0.08;
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}
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let defaultLight = select(1.0, 0.18, clusters[0] != 0u);
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let diffuse = base.rgb * (1.0 - metallic) * nDotL * defaultLight;
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let emissive = vec3(properties.z, properties.w, extra.x);
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return vec4((base.rgb * ambient + diffuse + specular * nDotL + emissive) * accent.a, base.a);
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let localDiffuse = base.rgb * (1.0 - metallic) * (pointDiffuse + spotDiffuse);
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return vec4((base.rgb * ambient + diffuse + localDiffuse + specular * nDotL * defaultLight + emissive) * accent.a, base.a);
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}`;
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}
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@@ -1049,6 +1091,12 @@ export class Scene {
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binding,
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resource,
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})),
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...(detailed
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? [
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{ group: 0, binding: 8, resource: "point-lights" },
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{ group: 0, binding: 9, resource: "spot-lights" },
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]
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: []),
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...(detailed && mask
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? [
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{ group: 1, binding: 0, resource: "material-linear" },
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