Files
matrix/shaders/wgsl/resurrectionPass.wgsl
2022-08-07 19:17:22 -07:00

92 lines
2.5 KiB
WebGPU Shading Language

struct Config {
bloomStrength : f32,
ditherMagnitude : f32,
backgroundColor : vec3<f32>,
};
struct Time {
seconds : f32,
frames : i32,
};
@group(0) @binding(0) var<uniform> config : Config;
@group(0) @binding(1) var<uniform> time : Time;
@group(0) @binding(2) var linearSampler : sampler;
@group(0) @binding(3) var tex : texture_2d<f32>;
@group(0) @binding(4) var bloomTex : texture_2d<f32>;
@group(0) @binding(5) var outputTex : texture_storage_2d<rgba8unorm, write>;
struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
const 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);
}
fn rgbComponent(p : f32, q : f32, t : f32) -> f32 {
var t2 = t;
if (t2 < 0.0) { t2 += 1.0; }
if (t2 > 1.0) { t2 -= 1.0; }
if (t2 < 1.0 / 6.0) { return p + (q - p) * 6.0 * t2; }
if (t2 < 1.0 / 2.0) { return q; }
if (t2 < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t2) * 6.0; }
return p;
}
fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
var q : f32;
if (l < 0.5) {
q = l * (1. + s);
} else {
q = l + s - l * s;
}
var p = 2.0 * l - q;
return vec3<f32>(
rgbComponent(p, q, h + 1.0 / 3.0),
rgbComponent(p, q, h),
rgbComponent(p, q, h - 1.0 / 3.0)
);
}
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
if (coord.x >= screenSize.x) {
return;
}
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
// Mix the texture and bloom based on distance from center,
// to approximate a lens blur
var brightness = mix(
textureSampleLevel( tex, linearSampler, uv, 0.0 ).rgb,
textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).rgb * config.bloomStrength,
(0.7 - length(uv - 0.5))
) * 1.25;
// Dither: subtract a random value from the brightness
brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
// Calculate a hue based on distance from center
var hue = 0.35 + (length(vec2<f32>(uv.x, 1.0 - uv.y) - vec2<f32>(0.5, 1.0)) * -0.4 + 0.2);
// Convert HSL to RGB
var rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3<f32>(0.8, 1.0, 0.7);
// Calculate a separate RGB for upward-flowing glyphs
var resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9);
textureStore(outputTex, coord, vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0));
}