Files
matrix/shaders/wgsl/rainPass.wgsl

465 lines
14 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 : i32,
glyphTextureGridSize : vec2<i32>,
glyphHeightToWidth : f32,
gridSize : vec2<f32>,
showComputationTexture : i32,
// compute-specific properties
brightnessThreshold : f32,
brightnessOverride : f32,
brightnessDecay : f32,
baseBrightness : f32,
baseContrast : f32,
cursorBrightness : f32,
cycleSpeed : f32,
cycleFrameSkip : i32,
fallSpeed : f32,
hasSun : i32,
hasThunder : i32,
raindropLength : f32,
rippleScale : f32,
rippleSpeed : f32,
rippleThickness : f32,
cycleStyle : i32,
rippleType : i32,
// render-specific properties
forwardSpeed : f32,
glyphVerticalSpacing : f32,
glyphEdgeCrop : f32,
isPolar : i32,
density : f32,
slantScale : f32,
slantVec : vec2<f32>,
volumetric : i32,
loops : 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>,
};
// The array of cells that the compute shader updates, and the fragment shader draws.
struct CellData {
cells: array<vec4<f32>>,
};
// Shared bindings
@group(0) @binding(0) var<uniform> config : Config;
@group(0) @binding(1) var<uniform> time : Time;
// Compute-specific bindings
@group(0) @binding(2) var<storage, read_write> cells_RW : CellData;
// Render-specific bindings
@group(0) @binding(2) var<uniform> scene : Scene;
@group(0) @binding(3) var linearSampler : sampler;
@group(0) @binding(4) var msdfTexture : texture_2d<f32>;
@group(0) @binding(5) 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) channel : vec3<f32>,
@location(2) glyph : vec4<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
// Rain time is the shader's key underlying concept.
// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
fn getRainTime(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;
return (glyphPos.y * 0.01 + columnTime) / config.raindropLength;
}
fn getBrightness(rainTime : f32) -> f32 {
var value = 1.0 - fract(wobble(rainTime));
if (bool(config.loops)) {
value = 1.0 - fract(rainTime);
}
return value * config.baseContrast + config.baseBrightness;
}
fn getCycleSpeed(rainTime : f32, brightness : f32) -> f32 {
var localCycleSpeed = 0.0;
if (config.cycleStyle == 0 && brightness > 0.0) {
localCycleSpeed = pow(1.0 - brightness, 4.0);
} else if (config.cycleStyle == 1) {
localCycleSpeed = fract(rainTime);
}
return config.animationSpeed * config.cycleSpeed * localCycleSpeed;
}
// Compute shader additional effects
fn applySunShowerBrightness(brightness : f32, screenPos : vec2<f32>) -> f32 {
if (brightness >= -4.0) {
return pow(fract(brightness * 0.5), 3.0) * screenPos.y * 1.5;
}
return brightness;
}
fn applyThunderBrightness(brightness : f32, simTime : f32, screenPos : vec2<f32>) -> f32 {
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);
thunder *= pow(screenPos.y, 2.0) * 3.0;
return brightness + thunder;
}
fn applyRippleEffect(effect : f32, simTime : f32, screenPos : vec2<f32>) -> f32 {
if (config.rippleType == -1) {
return effect;
}
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 effect + 0.75;
}
return effect;
}
fn applyCursorEffect(effect : f32, brightness : f32) -> f32 {
if (brightness >= config.cursorBrightness) {
return 1.0;
}
return effect;
}
// Compute shader main functions
fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : vec2<f32>, screenPos : vec2<f32>) -> vec4<f32> {
// Determine the glyph's local time.
var simTime = time.seconds * config.animationSpeed;
var rainTime = getRainTime(simTime, glyphPos);
// Rain time is the backbone of this effect.
// Determine the glyph's brightness.
var previousBrightness = previousResult.r;
var brightness = getBrightness(rainTime);
if (bool(config.hasSun)) {
brightness = applySunShowerBrightness(brightness, screenPos);
}
if (bool(config.hasThunder)) {
brightness = applyThunderBrightness(brightness, simTime, screenPos);
}
// Determine the glyph's cycle— the percent this glyph has progressed through the glyph sequence
var previousCycle = previousResult.g;
var resetGlyph = isFirstFrame;
if (bool(config.loops)) {
resetGlyph = resetGlyph || previousBrightness < 0.0;
}
if (resetGlyph) {
previousCycle = select(randomFloat(screenPos), 0.0, bool(config.showComputationTexture));
}
var localCycleSpeed = getCycleSpeed(rainTime, brightness);
var cycle = previousCycle;
if (time.frames % config.cycleFrameSkip == 0) {
cycle = fract(previousCycle + 0.005 * localCycleSpeed * f32(config.cycleFrameSkip));
}
// Determine the glyph's effect— the amount the glyph lights up for other reasons
var effect = 0.0;
effect = applyRippleEffect(effect, simTime, screenPos); // Round or square ripples across the grid
effect = applyCursorEffect(effect, brightness); // The bright glyphs at the "bottom" of raindrops
// Modes that don't fade glyphs set their actual brightness here
if (config.brightnessOverride > 0.0 && brightness > config.brightnessThreshold) {
brightness = config.brightnessOverride;
}
// Blend the glyph's brightness with its previous brightness, so it winks on and off organically
if (!isFirstFrame) {
brightness = mix(previousBrightness, brightness, config.brightnessDecay);
}
// Determine the glyph depth. This is a static value for each column.
var depth = randomFloat(vec2<f32>(screenPos.x, 0.0));
var result = vec4<f32>(brightness, cycle, depth, effect);
// Better use of the alpha channel, for demonstrating how the glyph cycle works
if (bool(config.showComputationTexture)) {
result.a = min(1.0, localCycleSpeed);
}
return result;
}
@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;
// Update the cell
var isFirstFrame = time.frames == 0;
var glyphPos = vec2<f32>(f32(column), f32(row));
var screenPos = glyphPos / config.gridSize;
var previousResult = cells_RW.cells[i];
cells_RW.cells[i] = computeResult(isFirstFrame, previousResult, glyphPos, screenPos);
}
// 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;
// Retrieve the quad's glyph data
var glyph = cells_RO.cells[quadIndex];
// Calculate the quad's depth
var quadDepth = 0.0;
if (volumetric) {
quadDepth = fract(glyph.b + time.seconds * config.animationSpeed * config.forwardSpeed);
glyph.b = quadDepth;
}
// Calculate the vertex's world space position
var worldPosition = quadPosition * vec2<f32>(1.0, config.glyphVerticalSpacing);
worldPosition += quadCorner * vec2<f32>(config.density, 1.0);
worldPosition /= quadGridSize;
worldPosition = (worldPosition - 0.5) * 2.0;
var channel = vec3<f32>(1.0, 0.0, 0.0);
// 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,
channel,
glyph
);
}
// 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 getSymbolUV(glyphCycle : f32) -> vec2<f32> {
var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
var symbolX = symbol % config.glyphTextureGridSize.x;
var symbolY = symbol / config.glyphTextureGridSize.x;
// TODO: make sure this is working properly, it had a bug in the GLSL for a while.
return vec2<f32>(f32(symbolX), f32(symbolY));
}
// Fragment shader
@fragment fn fragMain(input : VertOutput) -> FragOutput {
var volumetric = bool(config.volumetric);
var uv = input.uv;
// For normal mode, derive the fragment's glyph and msdf UV from its screen space position
if (!volumetric) {
if (bool(config.isPolar)) {
// Curve 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;
}
// Retrieve values from the data texture
var glyph : vec4<f32>;
if (volumetric) {
glyph = input.glyph;
} else {
var gridCoord : vec2<i32> = vec2<i32>(uv * config.gridSize);
var gridIndex = gridCoord.y * i32(config.gridSize.x) + gridCoord.x;
glyph = cells_RO.cells[gridIndex];
}
var brightness = glyph.r;
var symbolUV = getSymbolUV(glyph.g);
var quadDepth = glyph.b;
var effect = glyph.a;
brightness = max(effect, brightness);
// In volumetric mode, distant glyphs are dimmer
if (volumetric) {
brightness *= min(1.0, quadDepth);
}
// resolve UV to cropped position of glyph in MSDF texture
var glyphUV = fract(uv * config.gridSize);
glyphUV.y = 1.0 - glyphUV.y; // WebGL -> WebGPU y-flip
glyphUV -= 0.5;
glyphUV *= clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
glyphUV += 0.5;
var msdfUV = (glyphUV + symbolUV) / vec2<f32>(config.glyphTextureGridSize);
// MSDF : calculate brightness of fragment based on distance to shape
var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
var sigDist = median3(dist) - 0.5;
var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
var output : FragOutput;
if (bool(config.showComputationTexture)) {
output.color = vec4<f32>(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
if (volumetric) {
output.color.g *= 0.9 + 0.1;
}
} else {
output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
}
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;
}