Files
matrix/shaders/wgsl/rainPass.wgsl

585 lines
18 KiB
WebGPU Shading Language

// This shader module is the star of the show.
// It is where the cell states update and the symbols get drawn to the screen.
struct Config {
// common properties used for compute and rendering
animationSpeed : f32,
glyphSequenceLength : f32,
glyphTextureGridSize : vec2<i32>,
glyphHeightToWidth : f32,
gridSize : vec2<f32>,
showDebugView : i32,
// compute-specific properties
brightnessThreshold : f32,
brightnessOverride : f32,
brightnessDecay : f32,
cursorBrightness : f32,
cycleSpeed : f32,
cycleFrameSkip : i32,
fallSpeed : f32,
hasThunder : i32,
raindropLength : f32,
rippleScale : f32,
rippleSpeed : f32,
rippleThickness : f32,
rippleType : i32,
// render-specific properties
msdfPxRange : f32,
forwardSpeed : f32,
baseBrightness : f32,
baseContrast : f32,
glintBrightness : f32,
glintContrast : f32,
hasBaseTexture: i32,
hasGlintTexture: i32,
glyphVerticalSpacing : f32,
glyphEdgeCrop : f32,
isPolar : i32,
density : f32,
slantScale : f32,
slantVec : vec2<f32>,
volumetric : i32,
isolateCursor : i32,
isolateGlint : i32,
loops : i32,
skipIntro : i32,
highPassThreshold : f32,
};
// The properties that change over time get their own buffer.
struct Time {
seconds : f32,
frames : i32,
};
// The properties related to the size of the canvas get their own buffer.
struct Scene {
screenSize : vec2<f32>,
camera : mat4x4<f32>,
transform : mat4x4<f32>,
};
struct Cell {
raindrop : vec4<f32>,
symbol : vec4<f32>,
effect : vec4<f32>,
};
// The array of cells that the compute shader updates, and the fragment shader draws.
struct CellData {
cells: array<Cell>,
};
struct IntroCell {
progress : vec4<f32>,
};
// The array of cells that the compute shader updates, and the fragment shader draws.
struct IntroCellData {
cells: array<IntroCell>,
};
// Shared bindings
@group(0) @binding(0) var<uniform> config : Config;
@group(0) @binding(1) var<uniform> time : Time;
// Intro-specific bindings
@group(0) @binding(2) var<storage, read_write> introCells_RW : IntroCellData;
// Compute-specific bindings
@group(0) @binding(2) var<storage, read_write> cells_RW : CellData;
@group(0) @binding(3) var<storage, read_write> introCells_RO : IntroCellData;
// Render-specific bindings
@group(0) @binding(2) var<uniform> scene : Scene;
@group(0) @binding(3) var linearSampler : sampler;
@group(0) @binding(4) var glyphMSDFTexture : texture_2d<f32>;
@group(0) @binding(5) var glintMSDFTexture : texture_2d<f32>;
@group(0) @binding(6) var baseTexture : texture_2d<f32>;
@group(0) @binding(7) var glintTexture : texture_2d<f32>;
@group(0) @binding(8) var<storage, read> cells_RO : CellData;
// Shader params
struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
struct VertInput {
@builtin(vertex_index) index : u32,
};
struct VertOutput {
@builtin(position) Position : vec4<f32>,
@location(0) uv : vec2<f32>,
@location(1) quadDepth : f32,
};
struct FragOutput {
@location(0) color : vec4<f32>,
@location(1) highPassColor : vec4<f32>,
};
// Constants
const NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
const PI : f32 = 3.14159265359;
const TWO_PI : f32 = 6.28318530718;
const SQRT_2 : f32 = 1.4142135623730951;
const SQRT_5 : f32 = 2.23606797749979;
// 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);
}
// Compute shader core functions
// This is the code rain's key underlying concept.
// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
// It's also why those bright areas are truncated into raindrops.
fn getRainBrightness(simTime : f32, glyphPos : vec2<f32>) -> f32 {
var columnTimeOffset = randomFloat(vec2<f32>(glyphPos.x, 0.0)) * 1000.0;
var columnSpeedOffset = randomFloat(vec2<f32>(glyphPos.x + 0.1, 0.0)) * 0.5 + 0.5;
if (bool(config.loops)) {
columnSpeedOffset = 0.5;
}
var columnTime = columnTimeOffset + simTime * config.fallSpeed * columnSpeedOffset;
var rainTime = (glyphPos.y * 0.01 + columnTime) / config.raindropLength;
if (!bool(config.loops)) {
rainTime = wobble(rainTime);
}
return 1.0 - fract(rainTime);
}
// Compute shader additional effects
fn getThunder(simTime : f32, screenPos : vec2<f32>) -> f32 {
if (!bool(config.hasThunder)) {
return 0.0;
}
var thunderTime = simTime * 0.5;
var thunder = 1.0 - fract(wobble(thunderTime));
if (bool(config.loops)) {
thunder = 1.0 - fract(thunderTime + 0.3);
}
thunder = log(thunder * 1.5) * 4.0;
thunder = clamp(thunder, 0.0, 1.0) * 10.0 * pow(screenPos.y, 2.0);
return thunder;
}
fn getRipple(simTime : f32, screenPos : vec2<f32>) -> f32 {
if (config.rippleType == -1) {
return 0.0;
}
var rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * config.rippleSpeed + 1.0; // TODO: clarify
if (bool(config.loops)) {
rippleTime = (simTime * 0.5) * config.rippleSpeed + 1.0;
}
var offset = randomVec2(vec2<f32>(floor(rippleTime), 0.0)) - 0.5;
if (bool(config.loops)) {
offset = vec2<f32>(0.0);
}
var ripplePos = screenPos * 2.0 - 1.0 + offset;
var rippleDistance : f32;
if (config.rippleType == 0) {
var boxDistance = abs(ripplePos) * vec2<f32>(1.0, config.glyphHeightToWidth);
rippleDistance = max(boxDistance.x, boxDistance.y);
} else if (config.rippleType == 1) {
rippleDistance = length(ripplePos);
}
var rippleValue = fract(rippleTime) * config.rippleScale - rippleDistance;
if (rippleValue > 0.0 && rippleValue < config.rippleThickness) {
return 0.75;
}
return 0.0;
}
// Compute shader main functions
fn computeIntroProgress (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
if (bool(config.skipIntro)) {
return vec4<f32>(2.0, 0.0, 0.0, 0.0);
}
var columnTimeOffset = 0.0;
var column = i32(glyphPos.x);
if (column == i32(config.gridSize.y / 2.0)) {
columnTimeOffset = -1.0;
} else if (column == i32(config.gridSize.y * 0.75)) {
columnTimeOffset = -2.0;
} else {
columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
columnTimeOffset += (sin(glyphPos.x / config.gridSize.y * PI) - 1.) * 2. - 2.5;
}
var introTime = (simTime + columnTimeOffset) * config.fallSpeed / config.gridSize.y * 100.0;
var result = vec4<f32>(introTime, 0.0, 0.0, 0.0);
return result;
}
fn computeRaindrop (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, progress : vec4<f32>) -> vec4<f32> {
var brightness = getRainBrightness(simTime, glyphPos);
var brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0.0, -1.0));
var introProgress = progress.r - (1.0 - glyphPos.y / config.gridSize.y);
var introProgressBelow = progress.r - (1.0 - (glyphPos.y - 1.0) / config.gridSize.y);
var skipIntro = bool(config.skipIntro);
var activated = bool(previous.b) || skipIntro || introProgress > 0.0;
var activatedBelow = skipIntro || introProgressBelow > 0.0;
var cursor = brightness > brightnessBelow || (activated && !activatedBelow);
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
if (!isFirstFrame) {
var previousBrightness = previous.r;
brightness = mix(previousBrightness, brightness, config.brightnessDecay);
}
var result = vec4<f32>(brightness, f32(cursor), f32(activated), introProgress);
return result;
}
fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, raindrop : vec4<f32>) -> vec4<f32> {
var previousSymbol = previous.r;
var previousAge = previous.g;
var resetGlyph = isFirstFrame;
if (bool(config.loops)) {
resetGlyph = resetGlyph || raindrop.r < 0.0;
}
if (resetGlyph) {
previousAge = randomFloat(screenPos + 0.5);
previousSymbol = floor(config.glyphSequenceLength * randomFloat(screenPos));
}
var cycleSpeed = config.animationSpeed * config.cycleSpeed;
var age = previousAge;
var symbol = previousSymbol;
if (time.frames % config.cycleFrameSkip == 0) {
age += cycleSpeed * f32(config.cycleFrameSkip);
var advance = floor(age);
if (age > 1.0) {
symbol = floor(config.glyphSequenceLength * randomFloat(screenPos + simTime));
age = fract(age);
}
}
var result = vec4<f32>(symbol, age, 0.0, 0.0);
return result;
}
fn computeEffect (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>, raindrop : vec4<f32>) -> vec4<f32> {
var multipliedEffects = 1.0 + getThunder(simTime, screenPos);
var addedEffects = getRipple(simTime, screenPos); // Round or square ripples across the grid
var result = vec4<f32>(multipliedEffects, addedEffects, 0.0, 0.0);
return result;
}
@compute @workgroup_size(32, 1, 1) fn computeIntro(input : ComputeInput) {
// Resolve the invocation ID to an intro cell coordinate
var column = i32(input.id.x);
if (column >= i32(config.gridSize.x)) {
return;
}
var simTime = time.seconds * config.animationSpeed;
var isFirstFrame = time.frames == 0;
// Update the cell
var glyphPos = vec2<f32>(f32(column), 0.0);
var screenPos = glyphPos / config.gridSize;
var introCell = introCells_RW.cells[column];
introCell.progress = computeIntroProgress(simTime, isFirstFrame, glyphPos, screenPos, introCell.progress);
introCells_RW.cells[column] = introCell;
}
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a cell coordinate
var row = i32(input.id.y);
var column = i32(input.id.x);
if (column >= i32(config.gridSize.x)) {
return;
}
var i = row * i32(config.gridSize.x) + column;
var simTime = time.seconds * config.animationSpeed;
var isFirstFrame = time.frames == 0;
// Update the cell
var glyphPos = vec2<f32>(f32(column), f32(row));
var screenPos = glyphPos / config.gridSize;
var cell = cells_RW.cells[i];
var introCell = introCells_RO.cells[column];
cell.raindrop = computeRaindrop(simTime, isFirstFrame, glyphPos, screenPos, cell.raindrop, introCell.progress);
cell.symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, cell.symbol, cell.raindrop);
cell.effect = computeEffect(simTime, isFirstFrame, glyphPos, screenPos, cell.effect, cell.raindrop);
cells_RW.cells[i] = cell;
}
// Vertex shader
// Firefox Nightly (that is to say, Naga) currently has a bug that mixes up these values from ones in the uniforms.
// var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<f32>, NUM_VERTICES_PER_QUAD>(
// vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
// vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0)
// );
@vertex fn vertMain(input : VertInput) -> VertOutput {
var volumetric = bool(config.volumetric);
var quadGridSize = select(vec2<f32>(1.0), config.gridSize, volumetric);
// 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 = quadCorners[i % NUM_VERTICES_PER_QUAD];
var quadCorner = vec2<f32>(f32(i % 2), f32((i + 1) % 6 / 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;
// Determine the quad's depth. This is a static value for each column of quads.
var quadDepth = 0.0;
if (volumetric) {
var startDepth = randomFloat(vec2(quadPosition.x, 0.0));
quadDepth = fract(startDepth + time.seconds * config.animationSpeed * config.forwardSpeed);
}
// Calculate the vertex's world space position
var worldPosition = quadPosition * vec2<f32>(1.0, config.glyphVerticalSpacing);
worldPosition += quadCorner * vec2<f32>(config.density, 1.0);
if (volumetric) {
worldPosition.y += randomFloat(vec2(quadPosition.x, 1.0));
}
worldPosition /= quadGridSize;
worldPosition = (worldPosition - 0.5) * 2.0;
// Convert the vertex's world space position to screen space
var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
if (volumetric) {
screenPosition.x /= config.glyphHeightToWidth;
screenPosition = scene.camera * scene.transform * screenPosition;
} else {
screenPosition = vec4<f32>(screenPosition.xy * scene.screenSize, screenPosition.zw);
}
return VertOutput(
screenPosition,
uv,
quadDepth
);
}
// Fragment shader core functions
fn median3(i : vec3<f32>) -> f32 {
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
}
fn getUV(inputUV : vec2<f32>) -> vec2<f32> {
var uv = inputUV;
if (bool(config.volumetric)) {
return uv;
}
if (bool(config.isPolar)) {
// Curved space to make the letters appear to radiate from up above
uv -= 0.5;
uv *= 0.5;
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 /= config.glyphHeightToWidth;
return uv;
}
fn getBrightness(raindrop : vec4<f32>, effect : vec4<f32>, uv : vec2<f32>, quadDepth : f32) -> vec3<f32> {
var base = raindrop.r + max(0.0, 1.0 - raindrop.a * 5.0);
var isCursor = bool(raindrop.g) && bool(config.isolateCursor);
var glint = base;
var multipliedEffects = effect.r;
var addedEffects = effect.g;
var textureUV = fract(uv * config.gridSize);
base = base * config.baseContrast + config.baseBrightness;
if (bool(config.hasBaseTexture)) {
base *= textureSample(baseTexture, linearSampler, textureUV).r;
}
glint = glint * config.glintContrast + config.glintBrightness;
if (bool(config.hasGlintTexture)) {
glint *= textureSample(glintTexture, linearSampler, textureUV).r;
}
// Modes that don't fade glyphs set their actual brightness here
if (config.brightnessOverride > 0. && base > config.brightnessThreshold && !isCursor) {
base = config.brightnessOverride;
}
base = base * multipliedEffects + addedEffects;
glint = glint * multipliedEffects + addedEffects;
// In volumetric mode, distant glyphs are dimmer
if (bool(config.volumetric) && !bool(config.showDebugView)) {
base = base * min(1.0, quadDepth);
glint = glint * min(1.0, quadDepth);
}
return vec3<f32>(
select(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), isCursor) * base,
glint
) * raindrop.b;
}
fn getSymbolUV(symbol : i32) -> vec2<f32> {
var symbolX = symbol % config.glyphTextureGridSize.x;
var symbolY = symbol / config.glyphTextureGridSize.x;
return vec2<f32>(f32(symbolX), f32(symbolY));
}
fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// resolve UV to cropped position of glyph in MSDF texture
var uv = fract(cellUV * config.gridSize);
uv.y = 1.0 - uv.y; // y-flip
uv -= 0.5;
uv *= clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
uv += 0.5;
uv = (uv + getSymbolUV(index)) / vec2<f32>(config.glyphTextureGridSize);
// MSDF: calculate brightness of fragment based on distance to shape
var symbol = vec2<f32>();
{
// var dist = textureSample(glyphMSDFTexture, linearSampler, uv).rgb;
// var sigDist = median3(dist) - 0.5;
// symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
var unitRange = vec2<f32>(config.msdfPxRange) / vec2<f32>(textureDimensions(glyphMSDFTexture));
var screenTexSize = vec2<f32>(1.0) / fwidth(uv);
var screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
var signedDistance = median3(textureSample(glyphMSDFTexture, linearSampler, uv).rgb);
var screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
if (bool(config.isolateGlint)) {
// var dist = textureSample(glintMSDFTexture, linearSampler, uv).rgb;
// var sigDist = median3(dist) - 0.5;
// symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
var unitRange = vec2<f32>(config.msdfPxRange) / vec2<f32>(textureDimensions(glintMSDFTexture));
var screenTexSize = vec2<f32>(1.0) / fwidth(uv);
var screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
var signedDistance = median3(textureSample(glintMSDFTexture, linearSampler, uv).rgb);
var screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.g = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
return symbol;
}
// Fragment shader
@fragment fn fragMain(input : VertOutput) -> FragOutput {
var uv = getUV(input.uv);
// Retrieve cell
var gridCoord : vec2<i32> = vec2<i32>(uv * config.gridSize);
var gridIndex = gridCoord.y * i32(config.gridSize.x) + gridCoord.x;
var cell = cells_RO.cells[gridIndex];
var brightness = getBrightness(
cell.raindrop,
cell.effect,
uv,
input.quadDepth
);
var symbol = getSymbol(uv, i32(cell.symbol.r));
var output : FragOutput;
if (bool(config.showDebugView)) {
output.color = vec4<f32>(
vec3<f32>(
cell.raindrop.g,
vec2<f32>(
1.0 - ((1.0 - cell.raindrop.r) * 3.0),
1.0 - ((1.0 - cell.raindrop.r) * 8.0)
) * (1.0 - cell.raindrop.g)
) * symbol.r,
1.0
);
} else {
output.color = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.0);
}
var highPassColor = output.color;
if (highPassColor.r < config.highPassThreshold) {
highPassColor.r = 0.0;
}
if (highPassColor.g < config.highPassThreshold) {
highPassColor.g = 0.0;
}
if (highPassColor.b < config.highPassThreshold) {
highPassColor.b = 0.0;
}
output.highPassColor = highPassColor;
return output;
}