struct Params { max_reflections: i32, min_strength: f32, sphere_count: i32, } struct Sphere { center: vec3f, radius: f32, emit_color: vec3f, reflect_color: vec3f, glossiness: f32, } struct Vertex { @location(0) eye: vec3f, @location(1) world: vec3f, @location(2) screen: vec2f, } struct Varying { @location(0) eye: vec3f, @location(1) world: vec3f, @builtin(position) screen: vec4f, } @group(0) @binding(0) var params: Params; @group(0) @binding(1) var spheres: array; @vertex fn on_vertex(in: Vertex) -> Varying { return Varying(in.eye, in.world, vec4(in.screen, 0.0, 1.0)); } @fragment fn on_fragment(in: Varying) -> @location(0) vec4f { return trace_fragment(in); } fn sqr(v: vec3f) -> f32 { return dot(v, v); } var pos: vec3f; var ray: vec3f; fn to_sphere(center: vec3f, radius: f32, t: ptr) -> bool { let c = sqr(pos - center) - radius * radius; let b = 2 * dot(pos - center, ray); let a = sqr(ray); let D = b * b - 4 * a * c; if (D <= 0) { return false; } *t = (- b - sqrt(D)) / (2 * a); if (*t < 0) { return false; } return true; } fn trace_fragment(in: Varying) -> vec4f { seed(in.screen); var result = vec4(0.0, 0.0, 0.0, 0.0); var color = vec3(1.0, 1.0, 1.0); pos = in.eye; ray = normalize(in.world - in.eye); for (var k = 0; k < params.max_reflections; k++) { var sphere = -1; var t = 1.0e9; for (var k = 0; k < params.sphere_count; k++) { var t1: f32; if (to_sphere(spheres[k].center, spheres[k].radius, &t1) && t1 < t) { sphere = k; t = t1; } } if (sphere == -1) { break; } let s = spheres[sphere]; pos += t * ray; let normal = (pos - s.center) / s.radius; result += vec4(color * s.emit_color * -dot(normal, ray), 0.0); color *= s.reflect_color; let diffuse = normal + rand_sphere(); let specular = reflect(ray, normal); ray = normalize(mix(diffuse, specular, s.glossiness)); if (length(color) < params.min_strength) { break; } } return clamp(result, vec4(0.0), vec4(1.0)); } fn hash(key : u32) -> u32 { var v = key; v *= 0xb384af1bu; v ^= v >> 15u; return v; } var rand_state: u32; fn seed(key: vec4f) { let x = bitcast(key.x); let y = bitcast(key.y); rand_state = hash(hash(x) ^ y); } fn rand_next() -> u32 { rand_state = hash(rand_state); return rand_state; } fn rand_float() -> f32 { return f32(rand_next()) / 0x1p32; } fn rand_sphere() -> vec3f { loop { let v = vec3f(rand_float(), rand_float(), rand_float()) - 0.5; let l = length(v); if (length(v) <= 0.5) { return v / l; } } return vec3f(0.0); // unreachable }