mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-22 15:49:30 -07:00
We have ping-pong! And all the rain pass's shaders can coexist in one module! And I met and received ample help from @kainino0x and others on the WebGPU Matrix chat!
This commit is contained in:
289
shaders/wgsl/rainPass.wgsl
Normal file
289
shaders/wgsl/rainPass.wgsl
Normal file
@@ -0,0 +1,289 @@
|
||||
[[block]] struct Config {
|
||||
// common
|
||||
animationSpeed : f32;
|
||||
glyphSequenceLength : i32;
|
||||
glyphTextureColumns : i32;
|
||||
glyphHeightToWidth : f32;
|
||||
resurrectingCodeRatio : f32;
|
||||
gridSize : vec2<f32>;
|
||||
showComputationTexture : i32;
|
||||
|
||||
// compute
|
||||
brightnessThreshold : f32;
|
||||
brightnessOverride : f32;
|
||||
brightnessDecay : f32;
|
||||
cursorEffectThreshold : f32;
|
||||
cycleSpeed : f32;
|
||||
cycleFrameSkip : i32;
|
||||
fallSpeed : f32;
|
||||
hasSun : i32;
|
||||
hasThunder : i32;
|
||||
raindropLength : f32;
|
||||
rippleScale : f32;
|
||||
rippleSpeed : f32;
|
||||
rippleThickness : f32;
|
||||
cycleStyle : i32;
|
||||
rippleType : i32;
|
||||
|
||||
// render
|
||||
forwardSpeed : f32;
|
||||
glyphVerticalSpacing : f32;
|
||||
glyphEdgeCrop : f32;
|
||||
isPolar : i32;
|
||||
density : f32;
|
||||
slantScale : f32;
|
||||
slantVec : vec2<f32>;
|
||||
volumetric : i32;
|
||||
};
|
||||
|
||||
[[block]] struct Time {
|
||||
seconds : f32;
|
||||
frames : i32;
|
||||
};
|
||||
|
||||
[[block]] struct Scene {
|
||||
screenSize : vec2<f32>;
|
||||
camera : mat4x4<f32>;
|
||||
transform : mat4x4<f32>;
|
||||
};
|
||||
|
||||
[[block]] struct CellData {
|
||||
cells: array<vec4<f32>>;
|
||||
};
|
||||
|
||||
// Shared bindings
|
||||
[[group(0), binding(0)]] var<uniform> config : Config;
|
||||
[[group(0), binding(1)]] var<uniform> time : Time;
|
||||
|
||||
// Compute bindings
|
||||
[[group(0), binding(2)]] var<storage, read_write> cellsPing_RW : CellData;
|
||||
[[group(0), binding(3)]] var<storage, read_write> cellsPong_RW : CellData;
|
||||
|
||||
// Render bindings
|
||||
[[group(0), binding(2)]] var<uniform> scene : Scene;
|
||||
[[group(0), binding(3)]] var msdfSampler : sampler;
|
||||
[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
|
||||
[[group(0), binding(5)]] var<storage, read> cellsPing_RO : CellData;
|
||||
[[group(0), binding(6)]] var<storage, read> cellsPong_RO : CellData;
|
||||
|
||||
// Shader params
|
||||
|
||||
struct ComputeInput {
|
||||
[[builtin(global_invocation_id)]] id : vec3<u32>;
|
||||
};
|
||||
|
||||
struct VertInput {
|
||||
[[builtin(vertex_index)]] index : u32;
|
||||
};
|
||||
|
||||
struct VertOutput {
|
||||
[[builtin(position)]] Position : vec4<f32>;
|
||||
[[location(0)]] uv : vec2<f32>;
|
||||
[[location(1)]] channel : vec3<f32>;
|
||||
[[location(2)]] glyph : vec4<f32>;
|
||||
};
|
||||
|
||||
struct FragOutput {
|
||||
[[location(0)]] color : vec4<f32>;
|
||||
};
|
||||
|
||||
// Constants
|
||||
|
||||
let NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
|
||||
let PI : f32 = 3.14159265359;
|
||||
let TWO_PI : f32 = 6.28318530718;
|
||||
let SQRT_2 : f32 = 1.4142135623730951;
|
||||
let SQRT_5 : f32 = 2.23606797749979;
|
||||
|
||||
// Helper functions for generating randomness, borrowed from elsewhere
|
||||
|
||||
fn randomFloat( uv : vec2<f32> ) -> f32 {
|
||||
let a = 12.9898;
|
||||
let b = 78.233;
|
||||
let c = 43758.5453;
|
||||
let dt = dot( uv, vec2<f32>( a, b ) );
|
||||
let sn = dt % PI;
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
fn randomVec2( uv : vec2<f32> ) -> vec2<f32> {
|
||||
return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
|
||||
}
|
||||
|
||||
fn wobble(x : f32) -> f32 {
|
||||
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
|
||||
}
|
||||
|
||||
// Compute shader
|
||||
|
||||
[[stage(compute), workgroup_size(1, 1, 1)]] fn computeMain(input : ComputeInput) {
|
||||
var animationSpeed = config.animationSpeed; // TODO: remove
|
||||
var hasSun = bool(config.hasSun); // TODO: remove
|
||||
var seconds = time.seconds; // TODO: remove
|
||||
|
||||
var row = i32(input.id.y);
|
||||
var column = i32(input.id.x);
|
||||
var i = row * i32(config.gridSize.x);
|
||||
|
||||
cellsPing_RW.cells[i] = vec4<f32>((1.0 + time.seconds * 0.1) % 1.0, 0.0, 0.0, 0.0);
|
||||
cellsPong_RW.cells[i] = vec4<f32>((0.5 + time.seconds * 0.1) % 1.0, 0.5, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// Vertex shader
|
||||
|
||||
[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
|
||||
|
||||
var volumetric = bool(config.volumetric);
|
||||
|
||||
var quadGridSize = vec2<f32>(1.0);
|
||||
if (volumetric) {
|
||||
quadGridSize = config.gridSize;
|
||||
}
|
||||
|
||||
// Convert the vertex index into its quad's position and its corner in its quad
|
||||
var i = i32(input.index);
|
||||
var quadIndex = i / NUM_VERTICES_PER_QUAD;
|
||||
|
||||
var quadCorner = vec2<f32>(
|
||||
f32(i % 2),
|
||||
f32((i + 1) % NUM_VERTICES_PER_QUAD / 3)
|
||||
);
|
||||
|
||||
var quadPosition = vec2<f32>(
|
||||
f32(quadIndex % i32(quadGridSize.x)),
|
||||
f32(quadIndex / i32(quadGridSize.x))
|
||||
);
|
||||
|
||||
// Calculate the vertex's uv
|
||||
var uv = (quadPosition + quadCorner) / quadGridSize;
|
||||
|
||||
// Retrieve the quad's glyph data
|
||||
var vGlyph: vec4<f32>;
|
||||
if ((time.frames / 100) % 2 == 0) {
|
||||
vGlyph = cellsPing_RO.cells[quadIndex];
|
||||
} else {
|
||||
vGlyph = cellsPong_RO.cells[quadIndex];
|
||||
}
|
||||
|
||||
// Calculate the quad's depth
|
||||
var quadDepth = 0.0;
|
||||
if (volumetric && !bool(config.showComputationTexture)) {
|
||||
quadDepth = fract(vGlyph.b + time.seconds * config.animationSpeed * config.forwardSpeed);
|
||||
vGlyph.b = quadDepth;
|
||||
}
|
||||
|
||||
// Calculate the vertex's world space position
|
||||
var worldPosition = quadPosition * vec2<f32>(1.0, config.glyphVerticalSpacing);
|
||||
worldPosition = worldPosition + quadCorner * vec2<f32>(config.density, 1.0);
|
||||
worldPosition = worldPosition / quadGridSize;
|
||||
worldPosition = (worldPosition - 0.5) * 2.0;
|
||||
worldPosition.y = -worldPosition.y;
|
||||
|
||||
// "Resurrected" columns are in the green channel,
|
||||
// and are vertically flipped (along with their glyphs)
|
||||
var vChannel = vec3<f32>(1.0, 0.0, 0.0);
|
||||
if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) {
|
||||
worldPosition.y = -worldPosition.y;
|
||||
vChannel = vec3<f32>(0.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
vChannel = vec3<f32>(1.0); // TODO : remove
|
||||
|
||||
// Convert the vertex's world space position to screen space
|
||||
var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
|
||||
if (volumetric) {
|
||||
screenPosition.x = screenPosition.x / config.glyphHeightToWidth;
|
||||
screenPosition = scene.camera * scene.transform * screenPosition;
|
||||
} else {
|
||||
screenPosition = vec4<f32>(screenPosition.xy * scene.screenSize, screenPosition.zw);
|
||||
}
|
||||
|
||||
return VertOutput(
|
||||
screenPosition,
|
||||
uv,
|
||||
vChannel,
|
||||
vGlyph
|
||||
);
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
fn median3(i : vec3<f32>) -> f32 {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
|
||||
var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
|
||||
var symbolX = symbol % config.glyphTextureColumns;
|
||||
var symbolY = symbol / config.glyphTextureColumns;
|
||||
return vec2<f32>(f32(symbolX), f32(symbolY));
|
||||
}
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input : VertOutput) -> FragOutput {
|
||||
|
||||
var firstCellA = cellsPing_RO.cells[0]; // TODO: remove
|
||||
var firstCellB = cellsPong_RO.cells[0]; // TODO: remove
|
||||
|
||||
var volumetric = bool(config.volumetric);
|
||||
var uv = input.uv;
|
||||
|
||||
// For normal mode, derive the fragment's glyph and msdf UV from its screen space position
|
||||
if (!volumetric) {
|
||||
if (bool(config.isPolar)) {
|
||||
// Curve space to make the letters appear to radiate from up above
|
||||
uv = (uv - 0.5) * 0.5;
|
||||
uv.y = uv.y + 0.5;
|
||||
var radius = length(uv);
|
||||
var angle = atan2(uv.y, uv.x) / (2.0 * PI) + 0.5;
|
||||
uv = -vec2<f32>(fract(angle * 4.0 - 0.5), 1.5 * (1.0 - sqrt(radius)));
|
||||
} else {
|
||||
// Apply the slant and a scale to space so the viewport is still fully covered by the geometry
|
||||
uv = vec2<f32>(
|
||||
(uv.x - 0.5) * config.slantVec.x + (uv.y - 0.5) * -config.slantVec.y,
|
||||
(uv.y - 0.5) * config.slantVec.x - (uv.x - 0.5) * -config.slantVec.y
|
||||
) * config.slantScale + 0.5;
|
||||
}
|
||||
uv.y = uv.y / config.glyphHeightToWidth;
|
||||
}
|
||||
|
||||
// Retrieve values from the data texture
|
||||
var glyph : vec4<f32>;
|
||||
if (volumetric) {
|
||||
glyph = input.glyph;
|
||||
} else {
|
||||
glyph = vec4<f32>(1.0); // TODO : texture2D(state, uv);
|
||||
}
|
||||
glyph = input.glyph; // TODO : remove
|
||||
var brightness = glyph.r;
|
||||
var symbolUV = getSymbolUV(glyph.g);
|
||||
var quadDepth = glyph.b;
|
||||
var effect = glyph.a;
|
||||
|
||||
brightness = max(effect, brightness);
|
||||
// In volumetric mode, distant glyphs are dimmer
|
||||
if (volumetric) {
|
||||
brightness = brightness * min(1.0, quadDepth);
|
||||
}
|
||||
|
||||
// resolve UV to cropped position of glyph in MSDF texture
|
||||
var glyphUV = fract(uv * config.gridSize);
|
||||
glyphUV = glyphUV - 0.5;
|
||||
glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV = glyphUV + 0.5;
|
||||
var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
|
||||
|
||||
// MSDF : calculate brightness of fragment based on distance to shape
|
||||
var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
|
||||
var sigDist = median3(dist) - 0.5;
|
||||
var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
var output : FragOutput;
|
||||
|
||||
if (bool(config.showComputationTexture)) {
|
||||
output.color = vec4<f32>(glyph.rgb * alpha, 1.0);
|
||||
} else {
|
||||
output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user