diff options
Diffstat (limited to 'wgpu/src/shader/triangle.wgsl')
-rw-r--r-- | wgpu/src/shader/triangle.wgsl | 160 |
1 files changed, 0 insertions, 160 deletions
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl index 9f512d14..e4c19344 100644 --- a/wgpu/src/shader/triangle.wgsl +++ b/wgpu/src/shader/triangle.wgsl @@ -3,163 +3,3 @@ struct Globals { } @group(0) @binding(0) var<uniform> globals: Globals; - -fn unpack_u32(color: vec2<u32>) -> vec4<f32> { - let rg: vec2<f32> = unpack2x16float(color.x); - let ba: vec2<f32> = unpack2x16float(color.y); - - return vec4<f32>(rg.y, rg.x, ba.y, ba.x); -} - -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 GradientVertexInput { - @location(0) v_pos: vec2<f32>, - @location(1) colors_1: vec4<u32>, - @location(2) colors_2: vec4<u32>, - @location(3) colors_3: vec4<u32>, - @location(4) colors_4: vec4<u32>, - @location(5) offsets: vec4<u32>, - @location(6) direction: vec4<f32>, -} - -struct GradientVertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) raw_position: vec2<f32>, - @location(1) colors_1: vec4<u32>, - @location(2) colors_2: vec4<u32>, - @location(3) colors_3: vec4<u32>, - @location(4) colors_4: vec4<u32>, - @location(5) offsets: vec4<u32>, - @location(6) direction: vec4<f32>, -} - -@vertex -fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { - var output: GradientVertexOutput; - - output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0); - output.raw_position = input.v_pos; - output.colors_1 = input.colors_1; - output.colors_2 = input.colors_2; - output.colors_3 = input.colors_3; - output.colors_4 = input.colors_4; - output.offsets = input.offsets; - output.direction = input.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>( - unpack_u32(input.colors_1.xy), - unpack_u32(input.colors_1.zw), - unpack_u32(input.colors_2.xy), - unpack_u32(input.colors_2.zw), - unpack_u32(input.colors_3.xy), - unpack_u32(input.colors_3.zw), - unpack_u32(input.colors_4.xy), - unpack_u32(input.colors_4.zw), - ); - - let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy); - let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw); - - var offsets = array<f32, 8>( - offsets_1.x, - offsets_1.y, - offsets_1.z, - offsets_1.w, - offsets_2.x, - offsets_2.y, - offsets_2.z, - 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); -} |