Files
matrix/shaders/wgsl/palettePass.wgsl

62 lines
1.8 KiB
WebGPU Shading Language

[[block]] struct Config {
ditherMagnitude : f32;
backgroundColor : vec3<f32>;
};
[[block]] struct Palette {
colors : array<vec3<f32>, 512>;
};
[[block]] struct Time {
seconds : f32;
frames : i32;
};
[[group(0), binding(0)]] var<uniform> config : Config;
[[group(0), binding(1)]] var<uniform> palette : Palette;
[[group(0), binding(2)]] var<uniform> time : Time;
[[group(0), binding(3)]] var linearSampler : sampler;
[[group(0), binding(4)]] var tex : texture_2d<f32>;
[[group(0), binding(5)]] var bloomTex : texture_2d<f32>;
struct VertOutput {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] uv : vec2<f32>;
};
let PI : f32 = 3.14159265359;
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);
}
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
return VertOutput(position, uv);
}
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
var uv = input.uv;
uv.y = 1.0 - uv.y;
var brightnessRGB = textureSample( tex, linearSampler, uv ) + textureSample( bloomTex, linearSampler, uv );
// Combine the texture and bloom
var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
// Dither: subtract a random value from the brightness
brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
var paletteIndex = clamp(i32(brightness * 512.0), 0, 511);
// Map the brightness to a position in the palette texture
return vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0);
}