Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.

makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
This commit is contained in:
Rezmason
2021-11-11 09:18:32 -08:00
parent 9c861fd50b
commit 9ad655ca2e
11 changed files with 158 additions and 32 deletions

View File

@@ -0,0 +1,66 @@
[[block]] struct Config {
foo : i32;
};
// The properties that change over time get their own buffer.
[[block]] struct Time {
seconds : f32;
frames : i32;
};
[[group(0), binding(0)]] var<uniform> config : Config;
[[group(0), binding(1)]] var<uniform> time : Time;
[[group(0), binding(2)]] var inputTex : texture_2d<f32>;
[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
// Shader params
struct ComputeInput {
[[builtin(global_invocation_id)]] id : vec3<u32>;
};
// 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);
}
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a single cell
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(inputTex);
if (coord.x >= screenSize.x) {
return;
}
var foo = config.foo;
var seconds = time.seconds;
var inputColor = textureLoad(inputTex, coord, 0);
var outputColor = inputColor;
textureStore(outputTex, coord, outputColor);
}