Fixing several embarrassing bugs.

WebGPU and REGL projects now flipY again, and they properly flip the symbolY glyph coordinate in the rain pass's fragment shader.
Switching on some older code that was disabled for FF Nightly support— it makes more sense to wait for that support as implementations finalize.
Added mipmap to images loaded into REGL project.
This commit is contained in:
Rezmason
2022-10-11 09:25:24 -07:00
parent 3843dd90d1
commit e8be232e9b
10 changed files with 46 additions and 65 deletions

View File

@@ -102,13 +102,13 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
vec2 getSymbolUV(float index) {
float symbolX = modI(index, glyphTextureGridSize.x);
float symbolY = (index - symbolX) / glyphTextureGridSize.x;
symbolY = glyphTextureGridSize.y - symbolY - 1.;
return vec2(symbolX, symbolY);
}
vec2 getSymbol(vec2 uv, float index) {
// resolve UV to cropped position of glyph in MSDF texture
uv = fract(uv * vec2(numColumns, numRows));
uv.y = 1.0 - uv.y; // y-flip
uv -= 0.5;
uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
uv += 0.5;

View File

@@ -33,7 +33,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
var bgColor = textureSampleLevel( backgroundTex, linearSampler, uv, 0.0 ).rgb;
var bgColor = textureSampleLevel( backgroundTex, linearSampler, vec2<f32>(uv.x, 1.0 - uv.y), 0.0 ).rgb;
// Combine the texture and bloom, then blow it out to reveal more of the image
var brightness = getBrightness(uv);

View File

@@ -352,11 +352,10 @@ fn computeEffect (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
// Vertex shader
// Firefox Nightly (that is to say, Naga) currently has a bug that mixes up these values from ones in the uniforms.
// var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<f32>, NUM_VERTICES_PER_QUAD>(
// vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
// vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0)
// );
var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<f32>, NUM_VERTICES_PER_QUAD>(
vec2<f32>(0.0, 0.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0), vec2<f32>(1.0, 0.0)
);
@vertex fn vertMain(input : VertInput) -> VertOutput {
@@ -368,8 +367,7 @@ fn computeEffect (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
var i = i32(input.index);
var quadIndex = i / NUM_VERTICES_PER_QUAD;
// var quadCorner = quadCorners[i % NUM_VERTICES_PER_QUAD];
var quadCorner = vec2<f32>(f32(i % 2), f32((i + 1) % 6 / 3));
var quadCorner = quadCorners[i % NUM_VERTICES_PER_QUAD];
var quadPosition = vec2<f32>(
f32(quadIndex % i32(quadGridSize.x)),
@@ -487,13 +485,13 @@ fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, uv : vec2<f32>, quadD
fn getSymbolUV(symbol : i32) -> vec2<f32> {
var symbolX = symbol % config.glyphTextureGridSize.x;
var symbolY = symbol / config.glyphTextureGridSize.x;
symbolY = config.glyphTextureGridSize.y - symbolY - 1;
return vec2<f32>(f32(symbolX), f32(symbolY));
}
fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// resolve UV to cropped position of glyph in MSDF texture
var uv = fract(cellUV * config.gridSize);
uv.y = 1.0 - uv.y; // y-flip
uv -= 0.5;
uv *= clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
uv += 0.5;

View File

@@ -51,7 +51,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
var color = textureSampleLevel( stripeTex, linearSampler, uv, 0.0 ).rgb;
var color = textureSampleLevel( stripeTex, linearSampler, vec2<f32>(uv.x, 1.0 - uv.y), 0.0 ).rgb;
var brightness = getBrightness(uv);