All the post processing passes are now based on compute pipelines instead of render pipelines.

This commit is contained in:
Rezmason
2021-11-11 21:50:27 -08:00
parent 9ad655ca2e
commit db928bbe7a
13 changed files with 157 additions and 335 deletions

View File

@@ -1,7 +1,6 @@
TODO:
WebGPU
Switch post processing to compute shaders
blur pass
Update links in issues
Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// The bloom pass is basically an added blur of the high-pass rendered output.
// The blur approximation is the sum of a pyramid of downscaled textures.
@@ -11,13 +11,13 @@ const levelStrengths = Array(pyramidHeight)
.reverse();
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const { config, device } = context;
const enabled = config.bloomSize > 0 && config.bloomStrength > 0;
const enabled = false; // config.bloomSize > 0 && config.bloomStrength > 0;
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
const emptyTexture = makeRenderTarget(device, 1, 1, canvasFormat);
const emptyTexture = makeComputeTarget(device, 1, 1);
const getOutputs = () => ({ ...getInputs(), bloom: emptyTexture });
return makePass(getOutputs);
}
@@ -26,11 +26,11 @@ export default (context, getInputs) => {
// TODO: generate sum shader code
const renderTarget = makeRenderTarget(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: renderTarget }); // TODO
const computeTarget = makeComputeTarget(device, 1, 1);
const getOutputs = () => ({ ...getInputs(), bloom: computeTarget }); // TODO
let blurRenderPipeline;
let sumRenderPipeline;
let blurPipeline;
let sumPipeline;
const ready = (async () => {
const [blurShader] = await Promise.all(assets);
@@ -74,7 +74,7 @@ export default (context, getInputs) => {
const makePyramid = (regl, height, halfFloat) =>
Array(height)
.fill()
.map((_) => makeRenderTarget(regl, halfFloat));
.map((_) => makePassFBO(regl, halfFloat));
const resizePyramid = (pyramid, vw, vh, scale) =>
pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
@@ -85,7 +85,7 @@ export default ({ regl, config }, inputs) => {
const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const output = makeRenderTarget(regl, config.useHalfFloat);
const output = makePassFBO(regl, config.useHalfFloat);
// The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");

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@@ -1,35 +1,25 @@
import { loadTexture, loadShader, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { makeComputeTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a loaded in image
const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const { config, device } = context;
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let renderPipeline;
let computePipeline;
let output;
let screenSize;
let backgroundTex;
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
const getOutputs = () => ({
primary: output,
});
@@ -39,39 +29,36 @@ export default (context, getInputs) => {
backgroundTex = bgTex;
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: imageShader.module,
entryPoint: "vertMain",
},
fragment: {
module: imageShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
})();
const setSize = (width, height) => {
output?.destroy();
output = makeRenderTarget(device, width, height, canvasFormat);
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, tex.createView(), bloomTex.createView(), backgroundTex.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();
const bloomTex = inputs.bloom;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
linearSampler,
tex.createView(),
bloomTex.createView(),
backgroundTex.createView(),
output.createView(),
]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);

View File

@@ -7,7 +7,6 @@ import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
import makePostProcessingPass from "./postProcessingPass.js";
import makeEndPass from "./endPass.js";
const effects = {
@@ -53,7 +52,7 @@ export default async (canvas, config) => {
};
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makePostProcessingPass, makeEndPass]);
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
await Promise.all(pipeline.map((step) => step.ready));

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// Maps the brightness of the rendered rain and bloom to colors
// in a linear gradient buffer generated from the passed-in color sequence
@@ -15,8 +15,6 @@ const colorToRGB = ([hue, saturation, lightness]) => {
return [f(0), f(8), f(4)];
};
const numVerticesPerQuad = 2 * 3;
const makePalette = (device, paletteUniforms, entries) => {
const PALETTE_SIZE = 512;
const paletteColors = Array(PALETTE_SIZE);
@@ -78,27 +76,18 @@ const makePalette = (device, paletteUniforms, entries) => {
// in screen space.
export default (context, getInputs) => {
const { config, device, timeBuffer, canvasFormat } = context;
const { config, device, timeBuffer } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
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 paletteBuffer;
let output;
let screenSize;
const getOutputs = () => ({
primary: output,
@@ -109,19 +98,10 @@ export default (context, getInputs) => {
const ready = (async () => {
const [paletteShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: paletteShader.module,
entryPoint: "vertMain",
},
fragment: {
module: paletteShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
@@ -135,28 +115,28 @@ 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 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,
paletteBuffer,
timeBuffer,
linearSampler,
tex.createView(),
bloomTex.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);

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@@ -1,52 +0,0 @@
import { structs, byteSizeOf } from "/lib/gpu-buffer.js";
import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
export default (context, getInputs) => {
const { config, device, timeBuffer } = context;
const assets = [loadShader(device, "shaders/wgsl/postProcessingPass.wgsl")];
let configBuffer;
let computePipeline;
let output;
let screenSize;
const getOutputs = () => ({
primary: output,
});
const ready = (async () => {
const [postProcessingShader] = await Promise.all(assets);
computePipeline = device.createComputePipeline({
compute: {
module: postProcessingShader.module,
entryPoint: "computeMain",
},
});
const configUniforms = structs.from(postProcessingShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, {
/* TODO */
});
})();
const setSize = (width, height) => {
output?.destroy();
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, tex.createView(), output.createView()]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);
};

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@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePass } from "./utils.js";
// Matrix Resurrections isn't in theaters yet,
// and this version of the effect is still a WIP.
@@ -12,45 +12,27 @@ import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./uti
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, device, timeBuffer, canvasFormat } = context;
const { config, device, timeBuffer } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
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/resurrectionPass.wgsl")];
const ready = (async () => {
const [resurrectionShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: resurrectionShader.module,
entryPoint: "vertMain",
},
fragment: {
module: resurrectionShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
@@ -60,7 +42,8 @@ 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 = () => ({
@@ -70,15 +53,20 @@ 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, [configBuffer, timeBuffer, linearSampler, tex.createView(), bloomTex.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();
const bloomTex = inputs.bloom;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
timeBuffer,
linearSampler,
tex.createView(),
bloomTex.createView(),
output.createView(),
]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);

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@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
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);

View File

@@ -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) {
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
// Resolve the invocation ID to a single cell
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
var uv = input.uv;
uv.y = 1.0 - uv.y;
if (coord.x >= screenSize.x) {
return;
}
var bgColor = textureSample( backgroundTex, linearSampler, uv ).rgb;
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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));
}

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@@ -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(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
var uv = input.uv;
uv.y = 1.0 - uv.y;
// Resolve the invocation ID to a single cell
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
var brightnessRGB = textureSample( tex, linearSampler, uv ) + textureSample( bloomTex, linearSampler, uv );
if (coord.x >= screenSize.x) {
return;
}
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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));
}

View File

@@ -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);
}

View File

@@ -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) {
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
// Resolve the invocation ID to a single cell
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
var uv = input.uv;
uv.y = 1.0 - uv.y;
if (coord.x >= screenSize.x) {
return;
}
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));
}

View File

@@ -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) {
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
// Resolve the invocation ID to a single cell
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
var uv = input.uv;
uv.y = 1.0 - uv.y;
if (coord.x >= screenSize.x) {
return;
}
var color = textureSample( stripeTexture, linearSampler, uv ).rgb;
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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));
}