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75 lines
2.0 KiB
JavaScript
75 lines
2.0 KiB
JavaScript
import { structs } from "../../lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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// Criteria:
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// Upward-flowing glyphs should be golden
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// Downward-flowing glyphs should be tinted slightly blue on top and golden on the bottom
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// Cheat a lens blur, interpolating between the texture and bloom at the edges
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const numVerticesPerQuad = 2 * 3;
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export default ({ config, device, timeBuffer }) => {
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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let computePipeline;
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let configBuffer;
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let computeBindGroup;
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let output;
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let screenSize;
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const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
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const loaded = (async () => {
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const [resurrectionShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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compute: {
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module: resurrectionShader.module,
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entryPoint: "computeMain",
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},
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});
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const configUniforms = structs.from(resurrectionShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, {
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bloomStrength: config.bloomStrength,
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ditherMagnitude: config.ditherMagnitude,
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backgroundColor: config.backgroundColor,
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});
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})();
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const build = (size, inputs) => {
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output?.destroy();
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output = makeComputeTarget(device, size);
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screenSize = size;
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computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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timeBuffer,
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linearSampler,
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inputs.primary.createView(),
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inputs.bloom.createView(),
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output.createView(),
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]);
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return {
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primary: output,
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};
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};
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const run = (encoder) => {
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(loaded, build, run);
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};
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