Files
matrix/shaders/wgsl/resurrectionPass.wgsl

91 lines
2.5 KiB
WebGPU Shading Language

[[block]] struct Config {
ditherMagnitude : f32;
backgroundColor : vec3<f32>;
};
[[block]] 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>;
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);
}
fn rgbComponent(p : f32, q : f32, t : f32) -> f32 {
var t2 = t;
if (t2 < 0.0) { t2 = t2 + 1.0; }
if (t2 > 1.0) { t2 = 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)
);
}
[[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;
// Mix the texture and bloom based on distance from center,
// to approximate a lens blur
var brightness = mix(
textureSample( tex, linearSampler, uv ).rgb,
textureSample( bloomTex, linearSampler, uv ).rgb,
(0.7 - length(input.uv - 0.5))
) * 1.25;
// Dither: subtract a random value from the brightness
brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
// Calculate a hue based on distance from center
var hue = 0.35 + (length(input.uv - 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);
return vec4<f32>(rgb + resurrectionRGB + config.backgroundColor, 1.0);
}