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https://github.com/Rezmason/matrix.git
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65 lines
1.8 KiB
WebGPU Shading Language
65 lines
1.8 KiB
WebGPU Shading Language
[[block]] struct Config {
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ditherMagnitude : f32;
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backgroundColor : vec3<f32>;
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};
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[[block]] struct Palette {
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colors : array<vec3<f32>, 512>;
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};
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[[block]] struct Time {
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seconds : f32;
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frames : i32;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var<uniform> palette : Palette;
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[[group(0), binding(2)]] var<uniform> time : Time;
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[[group(0), binding(3)]] var linearSampler : sampler;
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[[group(0), binding(4)]] var tex : texture_2d<f32>;
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[[group(0), binding(5)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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let PI : f32 = 3.14159265359;
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a, b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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if (coord.x >= screenSize.x) {
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return;
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}
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var brightnessRGB = textureSampleLevel( tex, linearSampler, uv, 0.0 ) + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 );
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// Combine the texture and bloom
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var brightness = brightnessRGB.r + brightnessRGB.g + brightnessRGB.b;
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// Dither: subtract a random value from the brightness
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brightness = brightness - randomFloat( uv + vec2<f32>(time.seconds) ) * config.ditherMagnitude;
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var paletteIndex = clamp(i32(brightness * 512.0), 0, 511);
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// Map the brightness to a position in the palette texture
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textureStore(outputTex, coord, vec4<f32>(palette.colors[paletteIndex] + config.backgroundColor, 1.0));
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}
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