mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-22 07:39:30 -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) {
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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}
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float getSymbolIndex(float glyphCycle) {
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vec2 getSymbolUV(float glyphCycle) {
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
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float symbolY = ((glyphTextureColumns - 1.0) - (symbol - symbolX) / glyphTextureColumns);
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return symbolY * glyphTextureColumns + symbolX;
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return vec2(symbolX, symbolY);
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}
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}
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void main() {
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void main() {
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@@ -56,7 +56,7 @@ void main() {
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// Unpack the values from the data texture
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// Unpack the values from the data texture
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vec4 glyph = volumetric ? vGlyph : texture2D(state, uv);
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vec4 glyph = volumetric ? vGlyph : texture2D(state, uv);
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float brightness = glyph.r;
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float brightness = glyph.r;
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float symbolIndex = getSymbolIndex(glyph.g);
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vec2 symbolUV = getSymbolUV(glyph.g);
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float quadDepth = glyph.b;
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float quadDepth = glyph.b;
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float effect = glyph.a;
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float effect = glyph.a;
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@@ -66,8 +66,7 @@ void main() {
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brightness = brightness * min(1.0, quadDepth);
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brightness = brightness * min(1.0, quadDepth);
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}
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}
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// resolve UV to position of glyph in MSDF texture
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// resolve UV to cropped position of glyph in MSDF texture
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vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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glyphUV -= 0.5;
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glyphUV -= 0.5;
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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@@ -76,9 +76,9 @@ struct VertInput {
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struct VertOutput {
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struct VertOutput {
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[[builtin(position)]] Position:vec4<f32>;
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[[builtin(position)]] Position:vec4<f32>;
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[[location(0)]] UV:vec2<f32>;
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[[location(0)]] uv:vec2<f32>;
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[[location(1)]] Channel:vec3<f32>;
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[[location(1)]] channel:vec3<f32>;
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[[location(2)]] Glyph:vec4<f32>;
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[[location(2)]] glyph:vec4<f32>;
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};
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};
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struct FragOutput {
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struct FragOutput {
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@@ -147,17 +147,84 @@ fn wobble(x:f32) -> f32 {
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return VertOutput(
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return VertOutput(
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pos,
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pos,
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cornerPosition,
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cornerPosition,
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vec3<f32>(0.0), // channel
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vec3<f32>(1.0), // channel
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vec4<f32>(0.0) // glyph
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vec4<f32>(1.0) // glyph
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);
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);
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}
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}
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// Fragment shader
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// Fragment shader
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[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
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fn median3(i:vec3<f32>) -> f32 {
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var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, input.UV / f32(msdf.glyphTextureColumns));
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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return FragOutput(
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color
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fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
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);
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var symbol = i32(f32(msdf.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % msdf.glyphTextureColumns;
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var symbolY = ((msdf.glyphTextureColumns - 1) - (symbol - symbolX) / msdf.glyphTextureColumns);
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
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var uv = input.uv;
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// In normal mode, derives the current glyph and UV from vUV
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if (config.volumetric == 0) {
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if (config.isPolar == 1) {
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// Curved space that makes letters appear to radiate from up above
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uv = (uv - 0.5) * 0.5;
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uv.y = uv.y - 0.5;
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var radius = length(uv);
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var angle = atan2(uv.y, uv.x) / (2.0 * PI) + 0.5; // atan?
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uv = vec2<f32>(fract(angle * 4.0 - 0.5), 1.5 * (1.0 - sqrt(radius)));
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} else {
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// Applies the slant and scales space so the viewport is fully covered
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uv = vec2<f32>(
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(uv.x - 0.5) * config.slantVec.x + (uv.y - 0.5) * config.slantVec.y,
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(uv.y - 0.5) * config.slantVec.x - (uv.x - 0.5) * config.slantVec.y
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) * config.slantScale + 0.5;
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}
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uv.y = uv.y / config.glyphHeightToWidth;
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}
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// Unpack the values from the data texture
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var glyph:vec4<f32>;
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if (config.volumetric == 1) {
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glyph = input.glyph;
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} else {
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glyph = vec4<f32>(1.0); // TODO: texture2D(state, uv);
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}
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var brightness = glyph.r;
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var symbolUV = getSymbolUV(glyph.g);
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var quadDepth = glyph.b;
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var effect = glyph.a;
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brightness = max(effect, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (config.volumetric == 1) {
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brightness = brightness * min(1.0, quadDepth);
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}
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// resolve UV to cropped position of glyph in MSDF texture
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var glyphUV = fract(uv * vec2<f32>(f32(config.numColumns), f32(config.numRows)));
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glyphUV = glyphUV - 0.5;
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glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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glyphUV = glyphUV + 0.5;
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var msdfUV = (glyphUV + symbolUV) / f32(msdf.glyphTextureColumns);
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// MSDF: calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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var sigDist = median3(dist) - 0.5;
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var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
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var output:FragOutput;
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if (config.showComputationTexture == 1) {
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output.color = vec4<f32>(glyph.rgb * alpha, 1.0);
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} else {
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output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
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}
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return output;
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}
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}
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