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-rw-r--r--wgpu/src/shader/offscreen_blit.wgsl37
1 files changed, 21 insertions, 16 deletions
diff --git a/wgpu/src/shader/offscreen_blit.wgsl b/wgpu/src/shader/offscreen_blit.wgsl
index 9c764c36..08952d62 100644
--- a/wgpu/src/shader/offscreen_blit.wgsl
+++ b/wgpu/src/shader/offscreen_blit.wgsl
@@ -1,22 +1,27 @@
-@group(0) @binding(0) var u_texture: texture_2d<f32>;
-@group(0) @binding(1) var out_texture: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(0) var frame_texture: texture_2d<f32>;
+@group(0) @binding(1) var frame_sampler: sampler;
-fn srgb(color: f32) -> f32 {
- if (color <= 0.0031308) {
- return 12.92 * color;
- } else {
- return (1.055 * (pow(color, (1.0/2.4)))) - 0.055;
- }
+struct VertexInput {
+ @location(0) v_pos: vec2<f32>,
+ @location(1) texel_coord: vec2<f32>,
}
-@compute @workgroup_size(1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- // texture coord must be i32 due to a naga bug:
- // https://github.com/gfx-rs/naga/issues/1997
- let coords = vec2(i32(id.x), i32(id.y));
+struct VertexOutput {
+ @builtin(position) clip_pos: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+}
+
+@vertex
+fn vs_main(input: VertexInput) -> VertexOutput {
+ var output: VertexOutput;
- let src: vec4<f32> = textureLoad(u_texture, coords, 0);
- let srgb_color: vec4<f32> = vec4(srgb(src.x), srgb(src.y), srgb(src.z), src.w);
+ output.clip_pos = vec4<f32>(input.v_pos, 0.0, 1.0);
+ output.uv = input.texel_coord;
- textureStore(out_texture, coords, srgb_color);
+ return output;
}
+
+@fragment
+fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
+ return textureSample(frame_texture, frame_sampler, input.uv);
+} \ No newline at end of file