Files
matrix/shaders/wgsl/rainRenderPass.wgsl

111 lines
2.7 KiB
WebGPU Shading Language

let NUM_VERTICES_PER_QUAD:i32 = 6;
let PI:f32 = 3.14159265359;
let TWO_PI:f32 = 6.28318530718;
let SQRT_2:f32 = 1.4142135623730951;
let SQRT_5:f32 = 2.23606797749979;
[[block]] struct Config {
numColumns: i32;
numRows: i32;
glyphHeightToWidth: f32;
};
[[group(0), binding(0)]] var<uniform> config:Config;
[[block]] struct MSDF {
glyphTextureColumns: i32;
glyphSequenceLength: i32;
};
[[group(0), binding(1)]] var<uniform> msdf:MSDF;
[[group(0), binding(2)]] var msdfSampler: sampler;
[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
[[block]] struct Time {
seconds:f32;
frames:i32;
};
[[group(0), binding(4)]] var<uniform> time:Time;
[[block]] struct Scene {
screenSize: vec2<f32>;
camera: mat4x4<f32>;
transform: mat4x4<f32>;
};
[[group(0), binding(5)]] var<uniform> scene:Scene;
// 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);
}
// Vertex shader
struct VertexOutput {
[[builtin(position)]] Position:vec4<f32>;
[[location(0)]] UV:vec2<f32>;
};
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
var i = i32(VertexIndex);
var quadIndex = i / NUM_VERTICES_PER_QUAD;
var cornerPosition = vec2<f32>(
f32(i % 2),
f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
);
var cellPosition = vec2<i32>(
quadIndex % config.numColumns,
quadIndex / config.numColumns
);
var position = cornerPosition;
position = position + vec2<f32>(cellPosition);
position = position / vec2<f32>(
f32(config.numColumns),
f32(config.numRows)
);
position = 1.0 - position * 2.0;
// position = position * scene.screenSize;
var depth:f32 = 0.0;
// depth = -0.5
// + sin(time.seconds * 2.0 + f32(cellPosition.x) / f32(config.numColumns) * 10.0) * 0.2
// + sin(time.seconds * 2.0 + f32(cellPosition.y) / f32(config.numColumns) * 10.0) * 0.2;
var pos:vec4<f32> = vec4<f32>(position, depth, 1.0);
pos.x = pos.x / config.glyphHeightToWidth;
pos = scene.camera * scene.transform * pos;
return VertexOutput(
pos,
cornerPosition
);
}
// Fragment shader
[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
// color.b = color.b * (sin(time.seconds * TWO_PI) * 0.5 + 0.5);
color.b = color.b * f32(time.frames / 60 % 2);
return color;
}