mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-16 21:39:29 -07:00
Ported the rain fragment shader to wgsl. Made a small change in both to the function that resolves the glyph symbol float to the coordinate of a glyph in the MSDF texture.
This commit is contained in:
@@ -22,11 +22,11 @@ float median3(vec3 i) {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
}
|
||||
|
||||
float getSymbolIndex(float glyphCycle) {
|
||||
vec2 getSymbolUV(float glyphCycle) {
|
||||
float symbol = floor(glyphSequenceLength * glyphCycle);
|
||||
float symbolX = mod(symbol, glyphTextureColumns);
|
||||
float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
|
||||
return symbolY * glyphTextureColumns + symbolX;
|
||||
return vec2(symbolX, symbolY);
|
||||
}
|
||||
|
||||
void main() {
|
||||
@@ -56,7 +56,7 @@ void main() {
|
||||
// Unpack the values from the data texture
|
||||
vec4 glyph = volumetric ? vGlyph : texture2D(state, uv);
|
||||
float brightness = glyph.r;
|
||||
float symbolIndex = getSymbolIndex(glyph.g);
|
||||
vec2 symbolUV = getSymbolUV(glyph.g);
|
||||
float quadDepth = glyph.b;
|
||||
float effect = glyph.a;
|
||||
|
||||
@@ -66,8 +66,7 @@ void main() {
|
||||
brightness = brightness * min(1.0, quadDepth);
|
||||
}
|
||||
|
||||
// resolve UV to position of glyph in MSDF texture
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
|
||||
// resolve UV to cropped position of glyph in MSDF texture
|
||||
vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
|
||||
glyphUV -= 0.5;
|
||||
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
|
||||
|
||||
@@ -76,9 +76,9 @@ struct VertInput {
|
||||
|
||||
struct VertOutput {
|
||||
[[builtin(position)]] Position:vec4<f32>;
|
||||
[[location(0)]] UV:vec2<f32>;
|
||||
[[location(1)]] Channel:vec3<f32>;
|
||||
[[location(2)]] Glyph:vec4<f32>;
|
||||
[[location(0)]] uv:vec2<f32>;
|
||||
[[location(1)]] channel:vec3<f32>;
|
||||
[[location(2)]] glyph:vec4<f32>;
|
||||
};
|
||||
|
||||
struct FragOutput {
|
||||
@@ -147,17 +147,84 @@ fn wobble(x:f32) -> f32 {
|
||||
return VertOutput(
|
||||
pos,
|
||||
cornerPosition,
|
||||
vec3<f32>(0.0), // channel
|
||||
vec4<f32>(0.0) // glyph
|
||||
vec3<f32>(1.0), // channel
|
||||
vec4<f32>(1.0) // glyph
|
||||
);
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
|
||||
var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, input.UV / f32(msdf.glyphTextureColumns));
|
||||
|
||||
return FragOutput(
|
||||
color
|
||||
);
|
||||
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(msdf.glyphSequenceLength) * glyphCycle);
|
||||
var symbolX = symbol % msdf.glyphTextureColumns;
|
||||
var symbolY = ((msdf.glyphTextureColumns - 1) - (symbol - symbolX) / msdf.glyphTextureColumns);
|
||||
return vec2<f32>(f32(symbolX), f32(symbolY));
|
||||
}
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
|
||||
|
||||
var uv = input.uv;
|
||||
|
||||
// In normal mode, derives the current glyph and UV from vUV
|
||||
if (config.volumetric == 0) {
|
||||
if (config.isPolar == 1) {
|
||||
// Curved space that makes 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; // atan?
|
||||
uv = vec2<f32>(fract(angle * 4.0 - 0.5), 1.5 * (1.0 - sqrt(radius)));
|
||||
} else {
|
||||
// Applies the slant and scales space so the viewport is fully covered
|
||||
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;
|
||||
}
|
||||
|
||||
// Unpack the values from the data texture
|
||||
var glyph:vec4<f32>;
|
||||
if (config.volumetric == 1) {
|
||||
glyph = input.glyph;
|
||||
} else {
|
||||
glyph = vec4<f32>(1.0); // TODO: texture2D(state, uv);
|
||||
}
|
||||
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 (config.volumetric == 1) {
|
||||
brightness = brightness * min(1.0, quadDepth);
|
||||
}
|
||||
|
||||
// resolve UV to cropped position of glyph in MSDF texture
|
||||
var glyphUV = fract(uv * vec2<f32>(f32(config.numColumns), f32(config.numRows)));
|
||||
glyphUV = glyphUV - 0.5;
|
||||
glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
|
||||
glyphUV = glyphUV + 0.5;
|
||||
var msdfUV = (glyphUV + symbolUV) / f32(msdf.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 (config.showComputationTexture == 1) {
|
||||
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