Files
matrix/shaders/wgsl/rainRenderPass.wgsl

253 lines
6.9 KiB
WebGPU Shading Language

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