[[block]] struct Config { ditherMagnitude : f32; backgroundColor : vec3; }; [[block]] struct Time { seconds : f32; frames : i32; }; [[group(0), binding(0)]] var config : Config; [[group(0), binding(1)]] var time : Time; [[group(0), binding(2)]] var linearSampler : sampler; [[group(0), binding(3)]] var tex : texture_2d; [[group(0), binding(4)]] var bloomTex : texture_2d; [[group(0), binding(5)]] var outputTex : texture_storage_2d; struct ComputeInput { [[builtin(global_invocation_id)]] id : vec3; }; let PI : f32 = 3.14159265359; fn randomFloat( uv : vec2 ) -> f32 { let a = 12.9898; let b = 78.233; let c = 43758.5453; let dt = dot( uv, vec2( a, b ) ); let sn = dt % PI; return fract(sin(sn) * c); } fn rgbComponent(p : f32, q : f32, t : f32) -> f32 { var t2 = t; if (t2 < 0.0) { t2 = t2 + 1.0; } if (t2 > 1.0) { t2 = t2 - 1.0; } if (t2 < 1.0 / 6.0) { return p + (q - p) * 6.0 * t2; } if (t2 < 1.0 / 2.0) { return q; } if (t2 < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t2) * 6.0; } return p; } fn hslToRgb(h : f32, s : f32, l : f32) -> vec3 { var q : f32; if (l < 0.5) { q = l * (1. + s); } else { q = l + s - l * s; } var p = 2.0 * l - q; return vec3( rgbComponent(p, q, h + 1.0 / 3.0), rgbComponent(p, q, h), rgbComponent(p, q, h - 1.0 / 3.0) ); } [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { // Resolve the invocation ID to a texel coordinate var coord = vec2(input.id.xy); var screenSize = textureDimensions(tex); if (coord.x >= screenSize.x) { return; } var uv = vec2(coord) / vec2(screenSize); // Mix the texture and bloom based on distance from center, // to approximate a lens blur var brightness = mix( 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(time.seconds) ) * config.ditherMagnitude; // Calculate a hue based on distance from center var hue = 0.35 + (length(vec2(uv.x, 1.0 - uv.y) - vec2(0.5, 1.0)) * -0.4 + 0.2); // Convert HSL to RGB var rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(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); textureStore(outputTex, coord, vec4(rgb + resurrectionRGB + config.backgroundColor, 1.0)); }