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:
Rezmason
2021-10-30 14:44:09 -07:00
parent 4dd0c1be50
commit 923992660c
2 changed files with 82 additions and 16 deletions

View File

@@ -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);

View File

@@ -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;
}