mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
All the post processing passes are now based on compute pipelines instead of render pipelines.
This commit is contained in:
1
TODO.txt
1
TODO.txt
@@ -1,7 +1,6 @@
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TODO:
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WebGPU
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Switch post processing to compute shaders
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blur pass
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Update links in issues
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// The bloom pass is basically an added blur of the high-pass rendered output.
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// The blur approximation is the sum of a pyramid of downscaled textures.
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@@ -11,13 +11,13 @@ const levelStrengths = Array(pyramidHeight)
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.reverse();
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export default (context, getInputs) => {
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const { config, device, canvasFormat } = context;
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const { config, device } = context;
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const enabled = config.bloomSize > 0 && config.bloomStrength > 0;
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const enabled = false; // config.bloomSize > 0 && config.bloomStrength > 0;
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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const emptyTexture = makeRenderTarget(device, 1, 1, canvasFormat);
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const emptyTexture = makeComputeTarget(device, 1, 1);
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const getOutputs = () => ({ ...getInputs(), bloom: emptyTexture });
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return makePass(getOutputs);
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}
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@@ -26,11 +26,11 @@ export default (context, getInputs) => {
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// TODO: generate sum shader code
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const renderTarget = makeRenderTarget(device, 1, 1, canvasFormat);
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const getOutputs = () => ({ ...getInputs(), bloom: renderTarget }); // TODO
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const computeTarget = makeComputeTarget(device, 1, 1);
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const getOutputs = () => ({ ...getInputs(), bloom: computeTarget }); // TODO
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let blurRenderPipeline;
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let sumRenderPipeline;
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let blurPipeline;
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let sumPipeline;
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const ready = (async () => {
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const [blurShader] = await Promise.all(assets);
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@@ -74,7 +74,7 @@ export default (context, getInputs) => {
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const makePyramid = (regl, height, halfFloat) =>
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Array(height)
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.fill()
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.map((_) => makeRenderTarget(regl, halfFloat));
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.map((_) => makePassFBO(regl, halfFloat));
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const resizePyramid = (pyramid, vw, vh, scale) =>
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pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
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@@ -85,7 +85,7 @@ export default ({ regl, config }, inputs) => {
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makeRenderTarget(regl, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
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@@ -1,35 +1,25 @@
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import { loadTexture, loadShader, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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import { makeComputeTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a loaded in image
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const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
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const numVerticesPerQuad = 2 * 3;
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export default (context, getInputs) => {
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const { config, device, canvasFormat } = context;
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const { config, device } = context;
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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let renderPipeline;
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let computePipeline;
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let output;
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let screenSize;
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let backgroundTex;
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
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const getOutputs = () => ({
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primary: output,
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});
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@@ -39,39 +29,36 @@ export default (context, getInputs) => {
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backgroundTex = bgTex;
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renderPipeline = device.createRenderPipeline({
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vertex: {
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computePipeline = device.createComputePipeline({
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compute: {
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module: imageShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: imageShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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format: canvasFormat,
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},
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],
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entryPoint: "computeMain",
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},
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});
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})();
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const setSize = (width, height) => {
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output?.destroy();
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output = makeRenderTarget(device, width, height, canvasFormat);
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output = makeComputeTarget(device, width, height);
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screenSize = [width, height];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.bloom; // TODO: bloom
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const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, tex.createView(), bloomTex.createView(), backgroundTex.createView()]);
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renderPassConfig.colorAttachments[0].view = output.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad, 1, 0, 0);
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renderPass.endPass();
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const bloomTex = inputs.bloom;
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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backgroundTex.createView(),
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output.createView(),
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]);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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@@ -7,7 +7,6 @@ import makePalettePass from "./palettePass.js";
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import makeStripePass from "./stripePass.js";
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import makeImagePass from "./imagePass.js";
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import makeResurrectionPass from "./resurrectionPass.js";
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import makePostProcessingPass from "./postProcessingPass.js";
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import makeEndPass from "./endPass.js";
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const effects = {
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@@ -53,7 +52,7 @@ export default async (canvas, config) => {
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};
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const effectName = config.effect in effects ? config.effect : "plain";
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const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makePostProcessingPass, makeEndPass]);
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const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
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await Promise.all(pipeline.map((step) => step.ready));
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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// in a linear gradient buffer generated from the passed-in color sequence
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@@ -15,8 +15,6 @@ const colorToRGB = ([hue, saturation, lightness]) => {
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return [f(0), f(8), f(4)];
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};
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const numVerticesPerQuad = 2 * 3;
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const makePalette = (device, paletteUniforms, entries) => {
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const PALETTE_SIZE = 512;
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const paletteColors = Array(PALETTE_SIZE);
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@@ -78,27 +76,18 @@ const makePalette = (device, paletteUniforms, entries) => {
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// in screen space.
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export default (context, getInputs) => {
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const { config, device, timeBuffer, canvasFormat } = context;
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const { config, device, timeBuffer } = context;
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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let renderPipeline;
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let computePipeline;
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let configBuffer;
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let paletteBuffer;
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let output;
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let screenSize;
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const getOutputs = () => ({
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primary: output,
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@@ -109,19 +98,10 @@ export default (context, getInputs) => {
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const ready = (async () => {
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const [paletteShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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computePipeline = device.createComputePipeline({
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compute: {
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module: paletteShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: paletteShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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format: canvasFormat,
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},
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],
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entryPoint: "computeMain",
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},
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});
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@@ -135,28 +115,28 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makeRenderTarget(device, width, height, canvasFormat);
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output = makeComputeTarget(device, width, height);
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screenSize = [width, height];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.bloom; // TODO: bloom
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const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
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const bloomTex = inputs.bloom;
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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paletteBuffer,
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timeBuffer,
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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output.createView(),
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]);
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renderPassConfig.colorAttachments[0].view = output.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad, 1, 0, 0);
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renderPass.endPass();
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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@@ -1,52 +0,0 @@
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import { structs, byteSizeOf } from "/lib/gpu-buffer.js";
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import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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export default (context, getInputs) => {
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const { config, device, timeBuffer } = context;
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const assets = [loadShader(device, "shaders/wgsl/postProcessingPass.wgsl")];
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let configBuffer;
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let computePipeline;
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let output;
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let screenSize;
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const getOutputs = () => ({
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primary: output,
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});
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const ready = (async () => {
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const [postProcessingShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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compute: {
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module: postProcessingShader.module,
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entryPoint: "computeMain",
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},
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});
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const configUniforms = structs.from(postProcessingShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, {
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/* TODO */
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});
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})();
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const setSize = (width, height) => {
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output?.destroy();
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output = makeComputeTarget(device, width, height);
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screenSize = [width, height];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, tex.createView(), output.createView()]);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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};
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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@@ -12,45 +12,27 @@ import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./uti
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const numVerticesPerQuad = 2 * 3;
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export default (context, getInputs) => {
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const { config, device, timeBuffer, canvasFormat } = context;
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const { config, device, timeBuffer } = context;
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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let renderPipeline;
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let computePipeline;
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let configBuffer;
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let output;
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let screenSize;
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const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
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const ready = (async () => {
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const [resurrectionShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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computePipeline = device.createComputePipeline({
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compute: {
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module: resurrectionShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: resurrectionShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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format: canvasFormat,
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},
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],
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entryPoint: "computeMain",
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},
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});
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@@ -60,7 +42,8 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makeRenderTarget(device, width, height, canvasFormat);
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output = makeComputeTarget(device, width, height);
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screenSize = [width, height];
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};
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const getOutputs = () => ({
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@@ -70,15 +53,20 @@ export default (context, getInputs) => {
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.bloom; // TODO: bloom
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const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, linearSampler, tex.createView(), bloomTex.createView()]);
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renderPassConfig.colorAttachments[0].view = output.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad, 1, 0, 0);
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renderPass.endPass();
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const bloomTex = inputs.bloom;
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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timeBuffer,
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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output.createView(),
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]);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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|
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return makePass(getOutputs, ready, setSize, execute);
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|
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@@ -1,5 +1,5 @@
|
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import { structs } from "/lib/gpu-buffer.js";
|
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
|
||||
import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
|
||||
|
||||
// Multiplies the rendered rain and bloom by a 1D gradient texture
|
||||
// generated from the passed-in color sequence
|
||||
@@ -38,7 +38,7 @@ const numVerticesPerQuad = 2 * 3;
|
||||
// in screen space.
|
||||
|
||||
export default (context, getInputs) => {
|
||||
const { config, device, timeBuffer, canvasFormat } = context;
|
||||
const { config, device, timeBuffer } = context;
|
||||
|
||||
// Expand and convert stripe colors into 1D texture data
|
||||
const input =
|
||||
@@ -55,38 +55,20 @@ export default (context, getInputs) => {
|
||||
minFilter: "linear",
|
||||
});
|
||||
|
||||
const renderPassConfig = {
|
||||
colorAttachments: [
|
||||
{
|
||||
view: null,
|
||||
loadValue: { r: 0, g: 0, b: 0, a: 1 },
|
||||
storeOp: "store",
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
let renderPipeline;
|
||||
let computePipeline;
|
||||
let configBuffer;
|
||||
let output;
|
||||
let screenSize;
|
||||
|
||||
const assets = [loadShader(device, "shaders/wgsl/stripePass.wgsl")];
|
||||
|
||||
const ready = (async () => {
|
||||
const [stripeShader] = await Promise.all(assets);
|
||||
|
||||
renderPipeline = device.createRenderPipeline({
|
||||
vertex: {
|
||||
computePipeline = device.createComputePipeline({
|
||||
compute: {
|
||||
module: stripeShader.module,
|
||||
entryPoint: "vertMain",
|
||||
},
|
||||
fragment: {
|
||||
module: stripeShader.module,
|
||||
entryPoint: "fragMain",
|
||||
targets: [
|
||||
{
|
||||
format: canvasFormat,
|
||||
},
|
||||
],
|
||||
entryPoint: "computeMain",
|
||||
},
|
||||
});
|
||||
|
||||
@@ -96,7 +78,8 @@ export default (context, getInputs) => {
|
||||
|
||||
const setSize = (width, height) => {
|
||||
output?.destroy();
|
||||
output = makeRenderTarget(device, width, height, canvasFormat);
|
||||
output = makeComputeTarget(device, width, height);
|
||||
screenSize = [width, height];
|
||||
};
|
||||
|
||||
const getOutputs = () => ({
|
||||
@@ -106,22 +89,21 @@ export default (context, getInputs) => {
|
||||
const execute = (encoder) => {
|
||||
const inputs = getInputs();
|
||||
const tex = inputs.primary;
|
||||
const bloomTex = inputs.bloom; // TODO: bloom
|
||||
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
|
||||
const bloomTex = inputs.bloom;
|
||||
const computePass = encoder.beginComputePass();
|
||||
computePass.setPipeline(computePipeline);
|
||||
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
|
||||
configBuffer,
|
||||
timeBuffer,
|
||||
linearSampler,
|
||||
tex.createView(),
|
||||
bloomTex.createView(),
|
||||
stripeTexture.createView(),
|
||||
output.createView(),
|
||||
]);
|
||||
|
||||
renderPassConfig.colorAttachments[0].view = output.createView();
|
||||
const renderPass = encoder.beginRenderPass(renderPassConfig);
|
||||
renderPass.setPipeline(renderPipeline);
|
||||
renderPass.setBindGroup(0, renderBindGroup);
|
||||
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
|
||||
renderPass.endPass();
|
||||
computePass.setBindGroup(0, computeBindGroup);
|
||||
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
|
||||
computePass.endPass();
|
||||
};
|
||||
|
||||
return makePass(getOutputs, ready, setSize, execute);
|
||||
|
||||
@@ -2,29 +2,30 @@
|
||||
[[group(0), binding(1)]] var tex : texture_2d<f32>;
|
||||
[[group(0), binding(2)]] var bloomTex : texture_2d<f32>;
|
||||
[[group(0), binding(3)]] var backgroundTex : texture_2d<f32>;
|
||||
[[group(0), binding(4)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
struct VertOutput {
|
||||
[[builtin(position)]] Position : vec4<f32>;
|
||||
[[location(0)]] uv : vec2<f32>;
|
||||
struct ComputeInput {
|
||||
[[builtin(global_invocation_id)]] id : vec3<u32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
|
||||
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
|
||||
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
|
||||
return VertOutput(position, uv);
|
||||
[[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(tex);
|
||||
|
||||
if (coord.x >= screenSize.x) {
|
||||
return;
|
||||
}
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
|
||||
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
|
||||
|
||||
var uv = input.uv;
|
||||
uv.y = 1.0 - uv.y;
|
||||
|
||||
var bgColor = textureSample( backgroundTex, linearSampler, uv ).rgb;
|
||||
var bgColor = textureSampleLevel( backgroundTex, linearSampler, uv, 0.0 ).rgb;
|
||||
|
||||
// Combine the texture and bloom, then blow it out to reveal more of the image
|
||||
var brightness = min(1.0, textureSample( tex, linearSampler, uv ).r * 2.0);
|
||||
brightness = brightness + textureSample( bloomTex, linearSampler, uv ).r;
|
||||
var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
|
||||
brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
|
||||
brightness = pow(brightness, 1.5);
|
||||
|
||||
return vec4<f32>(bgColor * brightness, 1.0);
|
||||
textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
|
||||
}
|
||||
|
||||
@@ -18,10 +18,10 @@
|
||||
[[group(0), binding(3)]] var linearSampler : sampler;
|
||||
[[group(0), binding(4)]] var tex : texture_2d<f32>;
|
||||
[[group(0), binding(5)]] var bloomTex : texture_2d<f32>;
|
||||
[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
struct VertOutput {
|
||||
[[builtin(position)]] Position : vec4<f32>;
|
||||
[[location(0)]] uv : vec2<f32>;
|
||||
struct ComputeInput {
|
||||
[[builtin(global_invocation_id)]] id : vec3<u32>;
|
||||
};
|
||||
|
||||
let PI : f32 = 3.14159265359;
|
||||
@@ -35,18 +35,20 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
|
||||
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
|
||||
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
|
||||
return VertOutput(position, uv);
|
||||
|
||||
[[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(tex);
|
||||
|
||||
if (coord.x >= screenSize.x) {
|
||||
return;
|
||||
}
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
|
||||
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
|
||||
|
||||
var uv = input.uv;
|
||||
uv.y = 1.0 - uv.y;
|
||||
|
||||
var brightnessRGB = textureSample( tex, linearSampler, uv ) + textureSample( bloomTex, linearSampler, uv );
|
||||
var brightnessRGB = textureSampleLevel( tex, linearSampler, uv, 0.0 ) + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 );
|
||||
|
||||
// Combine the texture and bloom
|
||||
var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
|
||||
@@ -57,5 +59,6 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
|
||||
var paletteIndex = clamp(i32(brightness * 512.0), 0, 511);
|
||||
|
||||
// Map the brightness to a position in the palette texture
|
||||
return vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0);
|
||||
textureStore(outputTex, coord, vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0));
|
||||
}
|
||||
|
||||
|
||||
@@ -1,66 +0,0 @@
|
||||
[[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);
|
||||
}
|
||||
@@ -13,10 +13,10 @@
|
||||
[[group(0), binding(2)]] var linearSampler : sampler;
|
||||
[[group(0), binding(3)]] var tex : texture_2d<f32>;
|
||||
[[group(0), binding(4)]] var bloomTex : texture_2d<f32>;
|
||||
[[group(0), binding(5)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
struct VertOutput {
|
||||
[[builtin(position)]] Position : vec4<f32>;
|
||||
[[location(0)]] uv : vec2<f32>;
|
||||
struct ComputeInput {
|
||||
[[builtin(global_invocation_id)]] id : vec3<u32>;
|
||||
};
|
||||
|
||||
let PI : f32 = 3.14159265359;
|
||||
@@ -55,36 +55,36 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
|
||||
);
|
||||
}
|
||||
|
||||
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
|
||||
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
|
||||
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
|
||||
return VertOutput(position, uv);
|
||||
[[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(tex);
|
||||
|
||||
if (coord.x >= screenSize.x) {
|
||||
return;
|
||||
}
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
|
||||
|
||||
var uv = input.uv;
|
||||
uv.y = 1.0 - uv.y;
|
||||
|
||||
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
|
||||
|
||||
// Mix the texture and bloom based on distance from center,
|
||||
// to approximate a lens blur
|
||||
var brightness = mix(
|
||||
textureSample( tex, linearSampler, uv ).rgb,
|
||||
textureSample( bloomTex, linearSampler, uv ).rgb,
|
||||
(0.7 - length(input.uv - 0.5))
|
||||
textureSampleLevel( tex, linearSampler, uv, 0.0 ).rgb,
|
||||
textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).rgb,
|
||||
(0.7 - length(uv - 0.5))
|
||||
) * 1.25;
|
||||
|
||||
// Dither: subtract a random value from the brightness
|
||||
brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
|
||||
|
||||
// Calculate a hue based on distance from center
|
||||
var hue = 0.35 + (length(input.uv - vec2<f32>(0.5, 1.0)) * -0.4 + 0.2);
|
||||
var hue = 0.35 + (length(uv - vec2<f32>(0.5, 1.0)) * -0.4 + 0.2);
|
||||
|
||||
// Convert HSL to RGB
|
||||
var rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3<f32>(0.8, 1.0, 0.7);
|
||||
|
||||
// Calculate a separate RGB for upward-flowing glyphs
|
||||
var resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
|
||||
return vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0);
|
||||
textureStore(outputTex, coord, vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0));
|
||||
}
|
||||
|
||||
@@ -14,10 +14,10 @@
|
||||
[[group(0), binding(3)]] var tex : texture_2d<f32>;
|
||||
[[group(0), binding(4)]] var bloomTex : texture_2d<f32>;
|
||||
[[group(0), binding(5)]] var stripeTexture : texture_2d<f32>;
|
||||
[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
|
||||
|
||||
struct VertOutput {
|
||||
[[builtin(position)]] Position : vec4<f32>;
|
||||
[[location(0)]] uv : vec2<f32>;
|
||||
struct ComputeInput {
|
||||
[[builtin(global_invocation_id)]] id : vec3<u32>;
|
||||
};
|
||||
|
||||
let PI : f32 = 3.14159265359;
|
||||
@@ -31,25 +31,26 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
|
||||
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
|
||||
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
|
||||
return VertOutput(position, uv);
|
||||
[[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(tex);
|
||||
|
||||
if (coord.x >= screenSize.x) {
|
||||
return;
|
||||
}
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
|
||||
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
|
||||
|
||||
var uv = input.uv;
|
||||
uv.y = 1.0 - uv.y;
|
||||
|
||||
var color = textureSample( stripeTexture, linearSampler, uv ).rgb;
|
||||
var color = textureSampleLevel( stripeTexture, linearSampler, uv, 0.0 ).rgb;
|
||||
|
||||
// Combine the texture and bloom
|
||||
var brightness = min(1.0, textureSample( tex, linearSampler, uv ).r * 2.0);
|
||||
brightness = brightness + textureSample( bloomTex, linearSampler, uv ).r;
|
||||
var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
|
||||
brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
|
||||
|
||||
// Dither: subtract a random value from the brightness
|
||||
brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
|
||||
|
||||
return vec4<f32>(color * brightness + config.backgroundColor, 1.0);
|
||||
textureStore(outputTex, coord, vec4<f32>(color * brightness + config.backgroundColor, 1.0));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user