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https://github.com/Rezmason/matrix.git
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77 lines
2.0 KiB
WebGPU Shading Language
77 lines
2.0 KiB
WebGPU Shading Language
struct Config {
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ditherMagnitude : f32,
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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glintColor : vec3<f32>,
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cursorIntensity : f32,
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glintIntensity : f32,
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};
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struct Palette {
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colors : array<vec3<f32>, 512>,
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};
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struct Time {
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seconds : f32,
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frames : i32,
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};
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@group(0) @binding(0) var<uniform> config : Config;
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@group(0) @binding(1) var<uniform> palette : Palette;
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@group(0) @binding(2) var<uniform> time : Time;
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@group(0) @binding(3) var linearSampler : sampler;
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@group(0) @binding(4) var tex : texture_2d<f32>;
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@group(0) @binding(5) var bloomTex : texture_2d<f32>;
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@group(0) @binding(6) var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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@builtin(global_invocation_id) id : vec3<u32>,
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};
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const PI : f32 = 3.14159265359;
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a, b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0);
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return primary + bloom;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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if (coord.x >= screenSize.x) {
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return;
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}
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var brightness = getBrightness(uv);
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// Dither: subtract a random value from the brightness
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brightness -= randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude / 3.0;
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// Map the brightness to a position in the palette texture
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var paletteIndex = clamp(i32(brightness.r * 512.0), 0, 511);
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textureStore(outputTex, coord, vec4<f32>(
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palette.colors[paletteIndex]
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+ min(config.cursorColor * config.cursorIntensity * brightness.g, vec3<f32>(1.0))
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+ min(config.glintColor * config.glintIntensity * brightness.b, vec3<f32>(1.0))
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+ config.backgroundColor,
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1.0
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));
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}
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