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-rw-r--r--wgpu/src/shader/triangle.wgsl168
1 files changed, 168 insertions, 0 deletions
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
new file mode 100644
index 00000000..625fa46e
--- /dev/null
+++ b/wgpu/src/shader/triangle.wgsl
@@ -0,0 +1,168 @@
+struct Globals {
+ transform: mat4x4<f32>,
+}
+
+@group(0) @binding(0) var<uniform> globals: Globals;
+
+struct SolidVertexInput {
+ @location(0) position: vec2<f32>,
+ @location(1) color: vec4<f32>,
+}
+
+struct SolidVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
+}
+
+@vertex
+fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
+ var out: SolidVertexOutput;
+
+ out.color = input.color;
+ out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
+
+ return out;
+}
+
+@fragment
+fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
+ return input.color;
+}
+
+struct GradientVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) raw_position: vec2<f32>,
+ @location(1) color_1: vec4<f32>,
+ @location(2) color_2: vec4<f32>,
+ @location(3) color_3: vec4<f32>,
+ @location(4) color_4: vec4<f32>,
+ @location(5) color_5: vec4<f32>,
+ @location(6) color_6: vec4<f32>,
+ @location(7) color_7: vec4<f32>,
+ @location(8) color_8: vec4<f32>,
+ @location(9) offsets_1: vec4<f32>,
+ @location(10) offsets_2: vec4<f32>,
+ @location(11) direction: vec4<f32>,
+}
+
+@vertex
+fn gradient_vs_main(
+ @location(0) input: vec2<f32>,
+ @location(1) color_1: vec4<f32>,
+ @location(2) color_2: vec4<f32>,
+ @location(3) color_3: vec4<f32>,
+ @location(4) color_4: vec4<f32>,
+ @location(5) color_5: vec4<f32>,
+ @location(6) color_6: vec4<f32>,
+ @location(7) color_7: vec4<f32>,
+ @location(8) color_8: vec4<f32>,
+ @location(9) offsets_1: vec4<f32>,
+ @location(10) offsets_2: vec4<f32>,
+ @location(11) direction: vec4<f32>,
+) -> GradientVertexOutput {
+ var output: GradientVertexOutput;
+
+ output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
+ output.raw_position = input;
+ output.color_1 = color_1;
+ output.color_2 = color_2;
+ output.color_3 = color_3;
+ output.color_4 = color_4;
+ output.color_5 = color_5;
+ output.color_6 = color_6;
+ output.color_7 = color_7;
+ output.color_8 = color_8;
+ output.offsets_1 = offsets_1;
+ output.offsets_2 = offsets_2;
+ output.direction = direction;
+
+ return output;
+}
+
+fn random(coords: vec2<f32>) -> f32 {
+ return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
+}
+
+/// Returns the current interpolated color with a max 8-stop gradient
+fn gradient(
+ raw_position: vec2<f32>,
+ direction: vec4<f32>,
+ colors: array<vec4<f32>, 8>,
+ offsets: array<f32, 8>,
+ last_index: i32
+) -> vec4<f32> {
+ let start = direction.xy;
+ let end = direction.zw;
+
+ let v1 = end - start;
+ let v2 = raw_position - start;
+ let unit = normalize(v1);
+ let coord_offset = dot(unit, v2) / length(v1);
+
+ //need to store these as a var to use dynamic indexing in a loop
+ //this is already added to wgsl spec but not in wgpu yet
+ var colors_arr = colors;
+ var offsets_arr = offsets;
+
+ var color: vec4<f32>;
+
+ let noise_granularity: f32 = 0.3/255.0;
+
+ for (var i: i32 = 0; i < last_index; i++) {
+ let curr_offset = offsets_arr[i];
+ let next_offset = offsets_arr[i+1];
+
+ if (coord_offset <= offsets_arr[0]) {
+ color = colors_arr[0];
+ }
+
+ if (curr_offset <= coord_offset && coord_offset <= next_offset) {
+ color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
+ curr_offset,
+ next_offset,
+ coord_offset,
+ ));
+ }
+
+ if (coord_offset >= offsets_arr[last_index]) {
+ color = colors_arr[last_index];
+ }
+ }
+
+ return color + mix(-noise_granularity, noise_granularity, random(raw_position));
+}
+
+@fragment
+fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
+ let colors = array<vec4<f32>, 8>(
+ input.color_1,
+ input.color_2,
+ input.color_3,
+ input.color_4,
+ input.color_5,
+ input.color_6,
+ input.color_7,
+ input.color_8,
+ );
+
+ var offsets = array<f32, 8>(
+ input.offsets_1.x,
+ input.offsets_1.y,
+ input.offsets_1.z,
+ input.offsets_1.w,
+ input.offsets_2.x,
+ input.offsets_2.y,
+ input.offsets_2.z,
+ input.offsets_2.w,
+ );
+
+ var last_index = 7;
+ for (var i: i32 = 0; i <= 7; i++) {
+ if (offsets[i] >= 1.0) {
+ last_index = i;
+ break;
+ }
+ }
+
+ return gradient(input.raw_position, input.direction, colors, offsets, last_index);
+}