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WGSL support for picker pass #7594

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Apr 24, 2025
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8 changes: 4 additions & 4 deletions src/scene/shader-lib/chunks-wgsl/chunks-wgsl.js
Original file line number Diff line number Diff line change
Expand Up @@ -78,7 +78,7 @@ import litForwardMainPS from './lit/frag/pass-forward/litForwardMain.js';
import litForwardPostCodePS from './lit/frag/pass-forward/litForwardPostCode.js';
import litForwardPreCodePS from './lit/frag/pass-forward/litForwardPreCode.js';
import litMainVS from './lit/vert/litMain.js';
// import litOtherMainPS from './lit/frag/pass-other/litOtherMain.js';
import litOtherMainPS from './lit/frag/pass-other/litOtherMain.js';
import litShaderArgsPS from './standard/frag/litShaderArgs.js';
import litShaderCorePS from './standard/frag/litShaderCore.js';
import litShadowMainPS from './lit/frag/pass-shadow/litShadowMain.js';
Expand Down Expand Up @@ -143,7 +143,7 @@ import parallaxPS from './standard/frag/parallax.js';
// import particle_stretchVS from './particle/vert/particle_stretch.js';
// import particle_TBNVS from './particle/vert/particle_TBN.js';
// import particle_wrapVS from './particle/vert/particle_wrap.js';
// import pickPS from './common/frag/pick.js';
import pickPS from './common/frag/pick.js';
import reflDirPS from './lit/frag/reflDir.js';
import reflDirAnisoPS from './lit/frag/reflDirAniso.js';
import reflectionCCPS from './lit/frag/reflectionCC.js';
Expand Down Expand Up @@ -289,7 +289,7 @@ const shaderChunksWGSL = {
litForwardPostCodePS,
litForwardPreCodePS,
litMainVS,
// litOtherMainPS,
litOtherMainPS,
litShaderArgsPS,
litShaderCorePS,
litShadowMainPS,
Expand Down Expand Up @@ -354,7 +354,7 @@ const shaderChunksWGSL = {
// particle_stretchVS,
// particle_TBNVS,
// particle_wrapVS,
// pickPS,
pickPS,
reflDirPS,
reflDirAnisoPS,
reflectionCCPS,
Expand Down
9 changes: 9 additions & 0 deletions src/scene/shader-lib/chunks-wgsl/common/frag/pick.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
export default /* glsl */`
uniform meshInstanceId: u32;

fn getPickOutput() -> vec4f {
let inv: vec4f = vec4f(1.0 / 255.0);
let shifts: vec4u = vec4u(16u, 8u, 0u, 24u);
let col: vec4u = (vec4u(uniform.meshInstanceId) >> shifts) & vec4u(0xffu);
return vec4f(col) * inv;
}`;
Original file line number Diff line number Diff line change
@@ -0,0 +1,32 @@
// main shader entry point for the lit material for other render passes
export default /* wgsl */`

#ifdef PICK_PASS
#include "pickPS"
#endif

#ifdef PREPASS_PASS
#include "floatAsUintPS"
#endif

@fragment
fn fragmentMain(input: FragmentInput) -> FragmentOutput {
var output: FragmentOutput;

evaluateFrontend();

#ifdef PICK_PASS
output.color = getPickOutput();
#endif

#ifdef DEPTH_PASS
output.color = vec4(1.0, 1.0, 1.0, 1.0);
#endif

#ifdef PREPASS_PASS
output.color = float2vec4(vLinearDepth);
#endif

return output;
}
`;
2 changes: 1 addition & 1 deletion src/scene/shader-lib/chunks/common/frag/pick.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default /* glsl */`
uniform uint meshInstanceId;

vec4 getPickOutput() {
const vec4 inv = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
const vec4 inv = vec4(1.0 / 255.0);
const uvec4 shifts = uvec4(16, 8, 0, 24);
uvec4 col = (uvec4(meshInstanceId) >> shifts) & uvec4(0xff);
return vec4(col) * inv;
Expand Down