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https://github.com/Rezmason/matrix.git
synced 2026-04-22 23:59:31 -07:00
All the post processing passes are now based on compute pipelines instead of render pipelines.
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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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