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https://github.com/Rezmason/matrix.git
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253 lines
6.9 KiB
WebGPU Shading Language
253 lines
6.9 KiB
WebGPU Shading Language
let NUM_VERTICES_PER_QUAD:i32 = 6; // 2 * 3
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let PI:f32 = 3.14159265359;
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let TWO_PI:f32 = 6.28318530718;
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let SQRT_2:f32 = 1.4142135623730951;
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let SQRT_5:f32 = 2.23606797749979;
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// Bound resources
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[[block]] struct Config {
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// common
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animationSpeed : f32;
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glyphHeightToWidth : f32;
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resurrectingCodeRatio : f32;
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gridSize : vec2<f32>;
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showComputationTexture : i32;
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// compute
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brightnessThreshold : f32;
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brightnessOverride : f32;
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brightnessDecay : f32;
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cursorEffectThreshold : f32;
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cycleSpeed : f32;
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cycleFrameSkip : i32;
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fallSpeed : f32;
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hasSun : i32;
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hasThunder : i32;
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raindropLength : f32;
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rippleScale : f32;
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rippleSpeed : f32;
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rippleThickness : f32;
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cycleStyle : i32;
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rippleType : i32;
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// render
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forwardSpeed : f32;
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glyphVerticalSpacing : f32;
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glyphEdgeCrop : f32;
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isPolar : i32;
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density : f32;
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slantScale : f32;
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slantVec : vec2<f32>;
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volumetric : i32;
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};
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[[group(0), binding(0)]] var<uniform> config:Config;
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[[block]] struct MSDF {
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glyphSequenceLength: i32;
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glyphTextureColumns: i32;
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};
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[[group(0), binding(1)]] var<uniform> msdf:MSDF;
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[[group(0), binding(2)]] var msdfSampler: sampler;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[block]] struct Time {
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seconds:f32;
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frames:i32;
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};
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[[group(0), binding(4)]] var<uniform> time:Time;
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[[block]] struct Scene {
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screenSize: vec2<f32>;
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camera: mat4x4<f32>;
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transform: mat4x4<f32>;
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};
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[[group(0), binding(5)]] var<uniform> scene:Scene;
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// Shader params
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struct VertInput {
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[[builtin(vertex_index)]] index:u32;
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};
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struct VertOutput {
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[[builtin(position)]] Position:vec4<f32>;
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[[location(0)]] uv:vec2<f32>;
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[[location(1)]] channel:vec3<f32>;
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[[location(2)]] glyph:vec4<f32>;
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};
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struct FragOutput {
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[[location(0)]] color:vec4<f32>;
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};
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// Helper functions for generating randomness, borrowed from elsewhere
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fn randomFloat( uv:vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a,b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn randomVec2( uv:vec2<f32> ) -> vec2<f32> {
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return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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fn wobble(x:f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Vertex shader
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[[stage(vertex)]] fn vertMain(input: VertInput) -> VertOutput {
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var volumetric = bool(config.volumetric);
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var quadGridSize = vec2<f32>(1.0);
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if (volumetric) {
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quadGridSize = config.gridSize;
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}
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// Convert the vertex index into its quad's position and its corner in its quad
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var i = i32(input.index);
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var quadIndex = i / NUM_VERTICES_PER_QUAD;
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var quadCorner = vec2<f32>(
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f32(i % 2),
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f32((i + 1) % NUM_VERTICES_PER_QUAD / 3)
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);
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var quadPosition = vec2<f32>(
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f32(quadIndex % i32(quadGridSize.x)),
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f32(quadIndex / i32(quadGridSize.x))
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);
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// Calculate the vertex's uv
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var uv = (quadPosition + quadCorner) / quadGridSize;
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// Retrieve the quad's glyph data
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var vGlyph = vec4<f32>(1.0, 0.72, randomFloat(vec2<f32>(quadPosition.x, 1.0)), 0.0); // TODO: texture2D(state, quadPosition / quadGridSize);
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// Calculate the quad's depth
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var quadDepth = 0.0;
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if (volumetric && !bool(config.showComputationTexture)) {
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quadDepth = fract(vGlyph.b + time.seconds * config.animationSpeed * config.forwardSpeed);
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vGlyph.b = quadDepth;
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}
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// Calculate the vertex's world space position
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var worldPosition = quadPosition * vec2<f32>(1.0, config.glyphVerticalSpacing);
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worldPosition = worldPosition + quadCorner * vec2<f32>(config.density, 1.0);
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worldPosition = worldPosition / quadGridSize;
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worldPosition = (worldPosition - 0.5) * 2.0;
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worldPosition.y = -worldPosition.y;
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// "Resurrected" columns are in the green channel,
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// and are vertically flipped (along with their glyphs)
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var vChannel = vec3<f32>(1.0, 0.0, 0.0);
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if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) {
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worldPosition.y = -worldPosition.y;
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vChannel = vec3<f32>(0.0, 1.0, 0.0);
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}
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vChannel = vec3<f32>(1.0); // TODO: remove
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// Convert the vertex's world space position to screen space
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var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
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if (volumetric) {
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screenPosition.x = screenPosition.x / config.glyphHeightToWidth;
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screenPosition = scene.camera * scene.transform * screenPosition;
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} else {
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screenPosition = vec4<f32>(screenPosition.xy * scene.screenSize, screenPosition.zw);
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}
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return VertOutput(
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screenPosition,
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uv,
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vChannel,
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vGlyph
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);
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}
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// Fragment shader
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fn median3(i:vec3<f32>) -> f32 {
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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fn getSymbolUV(glyphCycle:f32) -> vec2<f32> {
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var symbol = i32(f32(msdf.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % msdf.glyphTextureColumns;
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var symbolY = ((msdf.glyphTextureColumns - 1) - (symbol - symbolX) / msdf.glyphTextureColumns);
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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[[stage(fragment)]] fn fragMain(input: VertOutput) -> FragOutput {
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var volumetric = bool(config.volumetric);
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var uv = input.uv;
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// For normal mode, derive the fragment's glyph and msdf UV from its screen space position
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if (!volumetric) {
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if (bool(config.isPolar)) {
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// Curve space to make the letters appear to radiate from up above
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uv = (uv - 0.5) * 0.5;
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uv.y = uv.y + 0.5;
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var radius = length(uv);
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var angle = atan2(uv.y, uv.x) / (2.0 * PI) + 0.5;
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uv = -vec2<f32>(fract(angle * 4.0 - 0.5), 1.5 * (1.0 - sqrt(radius)));
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} else {
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// Apply the slant and a scale to space so the viewport is still fully covered by the geometry
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uv = vec2<f32>(
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(uv.x - 0.5) * config.slantVec.x + (uv.y - 0.5) * -config.slantVec.y,
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(uv.y - 0.5) * config.slantVec.x - (uv.x - 0.5) * -config.slantVec.y
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) * config.slantScale + 0.5;
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}
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uv.y = uv.y / config.glyphHeightToWidth;
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}
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// Retrieve values from the data texture
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var glyph:vec4<f32>;
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if (volumetric) {
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glyph = input.glyph;
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} else {
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glyph = vec4<f32>(1.0); // TODO: texture2D(state, uv);
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}
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glyph = input.glyph; // TODO: remove
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var brightness = glyph.r;
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var symbolUV = getSymbolUV(glyph.g);
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var quadDepth = glyph.b;
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var effect = glyph.a;
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brightness = max(effect, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric) {
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brightness = brightness * min(1.0, quadDepth);
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}
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// resolve UV to cropped position of glyph in MSDF texture
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var glyphUV = fract(uv * config.gridSize);
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glyphUV = glyphUV - 0.5;
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glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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glyphUV = glyphUV + 0.5;
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var msdfUV = (glyphUV + symbolUV) / f32(msdf.glyphTextureColumns);
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// MSDF: calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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var sigDist = median3(dist) - 0.5;
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var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
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var output:FragOutput;
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if (bool(config.showComputationTexture)) {
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output.color = vec4<f32>(glyph.rgb * alpha, 1.0);
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} else {
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output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
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}
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return output;
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}
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