Files
matrix/shaders/rainRenderPass.wgsl

86 lines
2.0 KiB
WebGPU Shading Language

let NUM_VERTICES_PER_QUAD:i32 = 6;
let PI:f32 = 3.14159265359;
let TWO_PI:f32 = 6.28318530718;
[[block]] struct Config {
numColumns: i32;
numRows: i32;
glyphHeightToWidth: f32;
};
[[group(0), binding(0)]] var<uniform> config:Config;
[[block]] struct MSDF {
glyphTextureColumns: i32;
glyphSequenceLength: i32;
};
[[group(0), binding(1)]] var<uniform> msdf:MSDF;
[[group(0), binding(2)]] var msdfSampler: sampler;
[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
[[block]] struct Time {
now: i32;
frame: i32;
};
[[group(0), binding(4)]] var<uniform> time:Time;
[[block]] struct Scene {
screenSize: vec2<f32>;
camera: mat4x4<f32>;
transform: mat4x4<f32>;
};
[[group(0), binding(5)]] var<uniform> scene:Scene;
// 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 / NUM_VERTICES_PER_QUAD;
var cornerPosition = vec2<f32>(
f32(i % 2),
f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
);
var cellPosition = vec2<i32>(
quadIndex % config.numColumns,
quadIndex / config.numColumns
);
var position = cornerPosition;
position = position + vec2<f32>(cellPosition);
position = position / vec2<f32>(
f32(config.numColumns),
f32(config.numRows)
);
position = 1.0 - position * 2.0;
// position = position * scene.screenSize;
var depth:f32 = 0.0;
var pos: vec4<f32> = vec4<f32>(position, depth, 1.0);
pos.x = pos.x / config.glyphHeightToWidth;
pos = scene.camera * scene.transform * pos;
return VertexOutput(
pos,
cornerPosition
);
}
// Fragment shader
[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
// color.b = color.b * (sin(f32(time.now) / 1000.0 * TWO_PI) * 0.5 + 0.5);
color.b = color.b * f32(time.frame / 60 % 2);
var now = time.now;
return color;
}