Files
matrix/shaders/rainRenderPass.wgsl

70 lines
1.7 KiB
WebGPU Shading Language

let PI:f32 = 3.14159265359;
let TWO_PI:f32 = 6.28318530718;
[[block]] struct Uniforms {
numColumns: i32;
numRows: i32;
};
[[group(0), binding(0)]] var<uniform> uniforms:Uniforms;
[[block]] struct MSDFUniforms {
numColumns: i32;
};
[[group(1), binding(0)]] var<uniform> msdfUniforms:MSDFUniforms;
[[group(1), binding(1)]] var msdfSampler: sampler;
[[group(1), binding(2)]] var msdfTexture: texture_2d<f32>;
[[block]] struct TimeUniforms {
time: i32;
frame: i32;
};
[[group(2), binding(0)]] var<uniform> timeUniforms:TimeUniforms;
// Vertex shader
struct VertexOutput {
[[builtin(position)]] Position:vec4<f32>;
[[location(0)]] UV:vec2<f32>;
};
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
var i = i32(VertexIndex);
var quadIndex = i / 6;
var cornerPosition = vec2<f32>(
f32(i % 2),
f32(((i + 1) % 6 / 3))
);
var x = uniforms.numColumns;
var position = cornerPosition;
position = position + vec2<f32>(
f32(quadIndex % uniforms.numColumns),
f32(quadIndex / uniforms.numColumns)
);
position = position / vec2<f32>(
f32(uniforms.numColumns),
f32(uniforms.numRows)
);
position = 1.0 - position * 2.0;
// position.x = position.x + f32(quadIndex) * 0.01;
return VertexOutput(
vec4<f32>(position, 1.0, 1.0),
cornerPosition
);
}
// Fragment shader
[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
var msdf:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdfUniforms.numColumns));
// msdf.b = msdf.b * (sin(f32(timeUniforms.time) / 1000.0 * TWO_PI) * 0.5 + 0.5);
msdf.b = msdf.b * f32(timeUniforms.frame / 60 % 2);
var time = timeUniforms.time;
return msdf;
}