[[block]] struct Config { ditherMagnitude : f32; backgroundColor : vec3; }; [[block]] struct Palette { colors : array, 512>; }; [[block]] struct Time { seconds : f32; frames : i32; }; [[group(0), binding(0)]] var config : Config; [[group(0), binding(1)]] var palette : Palette; [[group(0), binding(2)]] var time : Time; [[group(0), binding(3)]] var linearSampler : sampler; [[group(0), binding(4)]] var tex : texture_2d; [[group(0), binding(5)]] var bloomTex : texture_2d; struct VertOutput { [[builtin(position)]] Position : vec4; [[location(0)]] uv : vec2; }; 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); } [[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput { var uv = vec2(f32(index % 2u), f32((index + 1u) % 6u / 3u)); var position = vec4(uv * 2.0 - 1.0, 1.0, 1.0); return VertOutput(position, uv); } [[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4 { var uv = input.uv; uv.y = 1.0 - uv.y; var brightnessRGB = textureSample( tex, linearSampler, uv ) + textureSample( bloomTex, linearSampler, uv ); // Combine the texture and bloom var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b; // Dither: subtract a random value from the brightness brightness = brightness - randomFloat( uv + vec2(time.seconds) ) * config.ditherMagnitude; var paletteIndex = clamp(i32(brightness * 512.0), 0, 511); // Map the brightness to a position in the palette texture return vec4(palette.colors[paletteIndex] + config.backgroundColor, 1.0); }