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74 lines
1.9 KiB
WebGPU Shading Language
74 lines
1.9 KiB
WebGPU Shading Language
let NUM_VERTICES_PER_QUAD:i32 = 6;
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let PI:f32 = 3.14159265359;
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let TWO_PI:f32 = 6.28318530718; // No, I'm not using Tau.
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[[block]] struct Uniforms {
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numColumns: i32;
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numRows: i32;
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};
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[[group(0), binding(0)]] var<uniform> uniforms:Uniforms;
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[[block]] struct MSDFUniforms {
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numColumns: i32;
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};
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[[group(0), binding(1)]] var<uniform> msdfUniforms:MSDFUniforms;
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[[group(0), binding(2)]] var msdfSampler: sampler;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[block]] struct TimeUniforms {
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now: i32;
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frame: i32;
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};
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[[group(0), binding(4)]] var<uniform> timeUniforms:TimeUniforms;
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[[block]] struct CameraUniforms {
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screenSize: vec2<f32>;
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};
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[[group(0), binding(5)]] var<uniform> cameraUniforms:CameraUniforms;
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// Vertex shader
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struct VertexOutput {
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[[builtin(position)]] Position:vec4<f32>;
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[[location(0)]] UV:vec2<f32>;
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};
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
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var i = i32(VertexIndex);
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var quadIndex = i / NUM_VERTICES_PER_QUAD;
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var cornerPosition = vec2<f32>(
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f32(i % 2),
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f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
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);
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var position = cornerPosition;
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position = position + vec2<f32>(
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f32(quadIndex % uniforms.numColumns),
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f32(quadIndex / uniforms.numColumns)
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);
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position = position / vec2<f32>(
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f32(uniforms.numColumns),
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f32(uniforms.numRows)
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);
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position = 1.0 - position * 2.0;
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position = position * cameraUniforms.screenSize;
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return VertexOutput(
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vec4<f32>(position, 1.0, 1.0),
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cornerPosition
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);
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}
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// Fragment shader
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[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
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var msdf:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdfUniforms.numColumns));
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// msdf.b = msdf.b * (sin(f32(timeUniforms.now) / 1000.0 * TWO_PI) * 0.5 + 0.5);
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msdf.b = msdf.b * f32(timeUniforms.frame / 60 % 2);
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var now = timeUniforms.now;
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return msdf;
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}
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