mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 13:59:30 -07:00
All the post processing passes are now based on compute pipelines instead of render pipelines.
This commit is contained in:
@@ -2,29 +2,30 @@
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[[group(0), binding(1)]] var tex : texture_2d<f32>;
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[[group(0), binding(2)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(3)]] var backgroundTex : texture_2d<f32>;
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[[group(0), binding(4)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct VertOutput {
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] uv : vec2<f32>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
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var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
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var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
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return VertOutput(position, uv);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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if (coord.x >= screenSize.x) {
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return;
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}
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var bgColor = textureSample( backgroundTex, linearSampler, uv ).rgb;
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var bgColor = textureSampleLevel( backgroundTex, linearSampler, uv, 0.0 ).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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var brightness = min(1.0, textureSample( tex, linearSampler, uv ).r * 2.0);
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brightness = brightness + textureSample( bloomTex, linearSampler, uv ).r;
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var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
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brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
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brightness = pow(brightness, 1.5);
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return vec4<f32>(bgColor * brightness, 1.0);
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textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
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}
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@@ -18,10 +18,10 @@
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[[group(0), binding(3)]] var linearSampler : sampler;
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[[group(0), binding(4)]] var tex : texture_2d<f32>;
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[[group(0), binding(5)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct VertOutput {
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] uv : vec2<f32>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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let PI : f32 = 3.14159265359;
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@@ -35,18 +35,20 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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return fract(sin(sn) * c);
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}
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
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var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
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var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
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return VertOutput(position, uv);
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}
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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var brightnessRGB = textureSample( tex, linearSampler, uv ) + textureSample( bloomTex, linearSampler, uv );
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if (coord.x >= screenSize.x) {
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return;
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}
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var brightnessRGB = textureSampleLevel( tex, linearSampler, uv, 0.0 ) + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 );
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// Combine the texture and bloom
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var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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@@ -57,5 +59,6 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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var paletteIndex = clamp(i32(brightness * 512.0), 0, 511);
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// Map the brightness to a position in the palette texture
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return vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0);
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textureStore(outputTex, coord, vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0));
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}
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@@ -1,66 +0,0 @@
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[[block]] struct Config {
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foo : i32;
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};
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// The properties that change over time get their own buffer.
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[[block]] struct Time {
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seconds : f32;
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frames : i32;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var<uniform> time : Time;
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[[group(0), binding(2)]] var inputTex : texture_2d<f32>;
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[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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// Shader params
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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// Constants
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let NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
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let PI : f32 = 3.14159265359;
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let TWO_PI : f32 = 6.28318530718;
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let SQRT_2 : f32 = 1.4142135623730951;
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let SQRT_5 : f32 = 2.23606797749979;
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// Helper functions for generating randomness, borrowed from elsewhere
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a, b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn randomVec2( uv : vec2<f32> ) -> vec2<f32> {
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return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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fn wobble(x : f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(inputTex);
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if (coord.x >= screenSize.x) {
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return;
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}
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var foo = config.foo;
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var seconds = time.seconds;
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var inputColor = textureLoad(inputTex, coord, 0);
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var outputColor = inputColor;
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textureStore(outputTex, coord, outputColor);
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}
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@@ -13,10 +13,10 @@
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[[group(0), binding(2)]] var linearSampler : sampler;
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[[group(0), binding(3)]] var tex : texture_2d<f32>;
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[[group(0), binding(4)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(5)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct VertOutput {
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] uv : vec2<f32>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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let PI : f32 = 3.14159265359;
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@@ -55,36 +55,36 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
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);
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}
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
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var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
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var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
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return VertOutput(position, uv);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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if (coord.x >= screenSize.x) {
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return;
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}
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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// Mix the texture and bloom based on distance from center,
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// to approximate a lens blur
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var brightness = mix(
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textureSample( tex, linearSampler, uv ).rgb,
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textureSample( bloomTex, linearSampler, uv ).rgb,
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(0.7 - length(input.uv - 0.5))
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textureSampleLevel( tex, linearSampler, uv, 0.0 ).rgb,
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textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).rgb,
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(0.7 - length(uv - 0.5))
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) * 1.25;
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// Dither: subtract a random value from the brightness
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brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
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// Calculate a hue based on distance from center
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var hue = 0.35 + (length(input.uv - vec2<f32>(0.5, 1.0)) * -0.4 + 0.2);
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var hue = 0.35 + (length(uv - vec2<f32>(0.5, 1.0)) * -0.4 + 0.2);
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// Convert HSL to RGB
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var rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3<f32>(0.8, 1.0, 0.7);
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// Calculate a separate RGB for upward-flowing glyphs
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var resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
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return vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0);
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textureStore(outputTex, coord, vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0));
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}
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@@ -14,10 +14,10 @@
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[[group(0), binding(3)]] var tex : texture_2d<f32>;
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[[group(0), binding(4)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(5)]] var stripeTexture : texture_2d<f32>;
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[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct VertOutput {
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] uv : vec2<f32>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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let PI : f32 = 3.14159265359;
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@@ -31,25 +31,26 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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return fract(sin(sn) * c);
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}
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
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var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
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var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
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return VertOutput(position, uv);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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if (coord.x >= screenSize.x) {
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return;
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}
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var color = textureSample( stripeTexture, linearSampler, uv ).rgb;
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var color = textureSampleLevel( stripeTexture, linearSampler, uv, 0.0 ).rgb;
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// Combine the texture and bloom
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var brightness = min(1.0, textureSample( tex, linearSampler, uv ).r * 2.0);
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brightness = brightness + textureSample( bloomTex, linearSampler, uv ).r;
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var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
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brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
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// Dither: subtract a random value from the brightness
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brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
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return vec4<f32>(color * brightness + config.backgroundColor, 1.0);
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textureStore(outputTex, coord, vec4<f32>(color * brightness + config.backgroundColor, 1.0));
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}
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