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118 lines
3.1 KiB
JavaScript
118 lines
3.1 KiB
JavaScript
import { structs } from "../../lib/gpu-buffer.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a 1D gradient texture
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// generated from the passed-in color sequence
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// This shader introduces noise into the renders, to avoid banding
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const transPrideStripeColors = [
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[0.3, 1.0, 1.0],
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[0.3, 1.0, 1.0],
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[1.0, 0.5, 0.8],
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[1.0, 0.5, 0.8],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 0.5, 0.8],
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[1.0, 0.5, 0.8],
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[0.3, 1.0, 1.0],
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[0.3, 1.0, 1.0],
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].flat();
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const prideStripeColors = [
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[1, 0, 0],
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[1, 0.5, 0],
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[1, 1, 0],
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[0, 1, 0],
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[0, 0, 1],
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[0.8, 0, 1],
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].flat();
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const numVerticesPerQuad = 2 * 3;
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default ({ config, device, timeBuffer }) => {
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// Expand and convert stripe colors into 1D texture data
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const input =
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"stripeColors" in config ? config.stripeColors.split(",").map(parseFloat) : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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const stripeColors = Array(Math.floor(input.length / 3))
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.fill()
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.map((_, index) => [...input.slice(index * 3, (index + 1) * 3), 1]);
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const stripeTexture = make1DTexture(device, stripeColors);
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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 tex;
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let bloomTex;
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let output;
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let screenSize;
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const assets = [loadShader(device, "shaders/wgsl/stripePass.wgsl")];
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const loaded = (async () => {
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const [stripeShader] = await Promise.all(assets);
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computePipeline = await device.createComputePipelineAsync({
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layout: "auto",
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compute: {
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module: stripeShader.module,
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entryPoint: "computeMain",
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},
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});
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const configUniforms = structs.from(stripeShader.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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cursorColor: config.cursorColor,
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glintColor: config.glintColor,
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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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tex = inputs.primary;
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bloomTex = inputs.bloom;
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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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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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timeBuffer,
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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stripeTexture.createView(),
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output.createView(),
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]);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatchWorkgroups(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.end();
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};
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return makePass("Stripe", loaded, build, run);
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};
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