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-+++
-title = "creating a blacklight shader"
-date = 2024-11-29
-[taxonomies]
-projects = ["bevy_blacklight_material"]
-+++
-
-today i wanted to take a bit of time to write about a shader i implemented for my in-progress game project (more on that soon™)
-
-i wanted to create a "blacklight" effect, where specific lights could reveal part of the base texture. this shader works with **spot lights** only, but could be extended to work with point lights
-
-![example of shader running, showing hidden writing on a wall](./blacklight.png);
-
-i wrote this shader in wgsl for a [bevy engine](https://bevyengine.org) project, but it should translate easily to other shading languages
-
-the finished shader can be found as part of [this repo](https://github.com/soaosdev/bevy_blacklight_material)
-## shader inputs
-
-for this shader, i wanted the following features:
-- the number of lights should be dynamic
-- the revealed portion of the object should match the area illuminated by each light
- - the falloff of the light over distance should match the fading of the object
-
-for this to work i need the following information about each light:
-- position (world space)
-- direction (world space)
-- range
-- inner and outer angle
- - these will control the falloff of the light at its edges
- - outer angle should be less than pi/2 radians
- - inner angle should be less than the outer angle
-
-i also need some info from the vertex shader:
-- position (**world space!**)
-- uv
-
-bevy's default pbr vertex shader provides this information, but as long as you can get this info into your fragment shader you should be good to go
-
-lastly i'll take a base color texture and a sampler
-
-with all of that, i can start off the shader by setting up the inputs and fragment entry point:
-
-```wgsl
-#import bevy_pbr::forward_io::VertexOutput;
-
-struct BlackLight {
- position: vec3<f32>,
- direction: vec3<f32>,
- range: f32,
- inner_angle: f32,
- outer_angle: f32,
-}
-
-@group(2) @binding(0) var<storage> lights: array<BlackLight>;
-@group(2) @binding(1) var base_texture: texture_2d<f32>;
-@group(2) @binding(2) var base_sampler: sampler;
-
-@fragment
-fn fragment(
- in: VertexOutput,
-) -> @location(0) vec4<f32> {
-}
-```
-(bevy uses group 2 for custom shader bindings)
-
-since the number of lights is dynamic, i use a [storage buffer](https://google.github.io/tour-of-wgsl/types/arrays/runtime-sized-arrays/) to store that information
-
-## shader calculations
-
-the first thing we'll need to know is how close to looking at the fragment the light source is
-
-we can get this information using some interesting math:
-
-```wgsl
-let light = lights[0];
-let light_to_fragment_direction = normalize(in.world_position.xyz - light.position);
-let light_to_fragment_angle = acos(dot(light.direction, light_to_fragment_direction));
-```
-
-the first step of this is taking the dot product of light direction and the direction from the light to the fragment
-
-since both direction vectors are normalized, the dot product will be between -1.0 and 1.0
-
-the dot product of two unit vectors is the cosine of the angle between them ([proof here](https://math.libretexts.org/Bookshelves/Calculus/Calculus_(OpenStax)/12%3A_Vectors_in_Space/12.03%3A_The_Dot_Product#Evaluating_a_Dot_Product))
-
-therefore, we take the arccosine of that dot product to get the angle between the light and the fragment
-
-once we have this angle we can plug it in to a falloff based on the angle properties of the light:
-
-```wgsl
-let angle_inner_factor = light.inner_angle/light.outer_angle;
-let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor)));
-```
-```wgsl
-fn linear_falloff_radius(factor: f32, radius: f32) -> f32 {
- if factor < radius {
- return 1.0;
- } else {
- return 1.0 - (factor - radius) / (1.0 - radius);
- }
-}
-```
-next, we need to make sure the effect falls off properly over distance
-
-we can do this by getting the distance from the light to the fragment and normalizing it with the range of the light before plugging that into an inverse square falloff
-
-we'll use squared distance to avoid expensive and unnecessary square root operations:
-
-```wgsl
-let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
-let distance_factor = inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
-```
-```wgsl
-fn distance_squared(a: vec3f, b: vec3f) -> f32 {
- let vec = a - b;
- return dot(vec, vec);
-}
-
-fn inverse_falloff(factor: f32) -> f32 {
- return pow(1.0 - factor, 2.0);
-}
-
-fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 {
- if factor < radius {
- return 1.0;
- } else {
- return inverse_falloff((factor - radius) / (1.0 - radius));
- }
-}
-```
-
-now we'll have a float multiplier between 0.0 and 1.0 for our angle and distance to the light
-
-we can get the resulting color by multiplying these with the base color texture:
-
-```wgsl
-let base_color = textureSample(base_texture, base_sampler, in.uv);
-let final_color = base_color * angle_factor * distance_factor;
-```
-
-this works for one light, but we need to refactor it to loop over all the provided blacklights:
-```wgsl
-@fragment
-fn fragment(
- in: VertexOutput,
-) -> @location(0) vec4<f32> {
- let base_color = textureSample(base_texture, base_sampler, in.uv);
- var final_color = vec4f(0.0, 0.0, 0.0, 0.0);
- for (var i = u32(0); i < arrayLength(&lights); i = i+1) {
- let light = lights[i];
-
- let light_to_fragment_direction = normalize(in.world_position.xyz - light.position);
- let light_to_fragment_angle = acos(dot(light.direction, light_to_fragment_direction));
- let angle_inner_factor = light.inner_angle / light.outer_angle;
- let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
-
- let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
- let distance_factor = inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
-
- final_color = saturate(final_color + base_color * angle_factor * distance_factor);
- }
- return final_color;
-}
-```
-
-and with that, the shader is pretty much complete
-
-you can view the full completed shader code [here](https://github.com/soaosdev/bevy_blacklight_material/blob/master/assets/shaders/blacklight_material.wgsl)
-
-have fun!
-
diff --git a/content/projects/nix_aurea/index.md b/content/projects/nix_aurea/index.md
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-+++
-title = "nix_aurea"
-[taxonomies]
-categories = ["game"]
-languages = ["rust"]
-[extra]
-wip = true
-very_cool = true
-+++
-
-this page is under construction ;)