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-rw-r--r--wgpu/src/shader/triangle/gradient.wgsl134
1 files changed, 134 insertions, 0 deletions
diff --git a/wgpu/src/shader/triangle/gradient.wgsl b/wgpu/src/shader/triangle/gradient.wgsl
new file mode 100644
index 00000000..1a8ae3b5
--- /dev/null
+++ b/wgpu/src/shader/triangle/gradient.wgsl
@@ -0,0 +1,134 @@
+struct GradientVertexInput {
+ @location(0) v_pos: vec2<f32>,
+ @location(1) @interpolate(flat) colors_1: vec4<u32>,
+ @location(2) @interpolate(flat) colors_2: vec4<u32>,
+ @location(3) @interpolate(flat) colors_3: vec4<u32>,
+ @location(4) @interpolate(flat) colors_4: vec4<u32>,
+ @location(5) @interpolate(flat) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+}
+
+struct GradientVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) raw_position: vec2<f32>,
+ @location(1) @interpolate(flat) colors_1: vec4<u32>,
+ @location(2) @interpolate(flat) colors_2: vec4<u32>,
+ @location(3) @interpolate(flat) colors_3: vec4<u32>,
+ @location(4) @interpolate(flat) colors_4: vec4<u32>,
+ @location(5) @interpolate(flat) 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;
+}
+
+/// 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) {
+ let from_ = colors_arr[i];
+ let to_ = colors_arr[i+1];
+ let factor = smoothstep(curr_offset, next_offset, coord_offset);
+
+ color = interpolate_color(from_, to_, factor);
+ }
+
+ 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);
+}
+
+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);
+}
+
+fn random(coords: vec2<f32>) -> f32 {
+ return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
+}