[[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 config : Config; [[group(0), binding(1)]] var time : Time; [[group(0), binding(2)]] var inputTex : texture_2d; [[group(0), binding(3)]] var outputTex : texture_storage_2d; // Shader params struct ComputeInput { [[builtin(global_invocation_id)]] id : vec3; }; // 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 { 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 randomVec2( uv : vec2 ) -> vec2 { return fract(vec2(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(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); }