Files
matrix/shaders/wgsl/palettePass.wgsl

65 lines
1.8 KiB
WebGPU Shading Language

[[block]] struct Config {
ditherMagnitude : f32;
backgroundColor : vec3<f32>;
};
[[block]] struct Palette {
colors : array<vec3<f32>, 512>;
};
[[block]] struct Time {
seconds : f32;
frames : i32;
};
[[group(0), binding(0)]] var<uniform> config : Config;
[[group(0), binding(1)]] var<uniform> palette : Palette;
[[group(0), binding(2)]] var<uniform> time : Time;
[[group(0), binding(3)]] var linearSampler : sampler;
[[group(0), binding(4)]] var tex : texture_2d<f32>;
[[group(0), binding(5)]] var bloomTex : texture_2d<f32>;
[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
struct ComputeInput {
[[builtin(global_invocation_id)]] id : vec3<u32>;
};
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);
}
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
if (coord.x >= screenSize.x) {
return;
}
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
var brightnessRGB = textureSampleLevel( tex, linearSampler, uv, 0.0 ) + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 );
// Combine the texture and bloom
var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
// Dither: subtract a random value from the brightness
brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
var paletteIndex = clamp(i32(brightness * 512.0), 0, 511);
// Map the brightness to a position in the palette texture
textureStore(outputTex, coord, vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0));
}