diff options
Diffstat (limited to 'wgpu/src/shader')
-rw-r--r-- | wgpu/src/shader/color/linear_rgb.wgsl | 3 | ||||
-rw-r--r-- | wgpu/src/shader/color/oklab.wgsl | 26 | ||||
-rw-r--r-- | wgpu/src/shader/quad.wgsl | 306 | ||||
-rw-r--r-- | wgpu/src/shader/quad/gradient.wgsl | 205 | ||||
-rw-r--r-- | wgpu/src/shader/quad/solid.wgsl | 99 | ||||
-rw-r--r-- | wgpu/src/shader/triangle.wgsl | 160 | ||||
-rw-r--r-- | wgpu/src/shader/triangle/gradient.wgsl | 134 | ||||
-rw-r--r-- | wgpu/src/shader/triangle/solid.wgsl | 24 |
8 files changed, 491 insertions, 466 deletions
diff --git a/wgpu/src/shader/color/linear_rgb.wgsl b/wgpu/src/shader/color/linear_rgb.wgsl new file mode 100644 index 00000000..a5cf45d4 --- /dev/null +++ b/wgpu/src/shader/color/linear_rgb.wgsl @@ -0,0 +1,3 @@ +fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> { + return mix(from_, to_, factor); +} diff --git a/wgpu/src/shader/color/oklab.wgsl b/wgpu/src/shader/color/oklab.wgsl new file mode 100644 index 00000000..0dc37ba6 --- /dev/null +++ b/wgpu/src/shader/color/oklab.wgsl @@ -0,0 +1,26 @@ +const to_lms = mat3x4<f32>( + vec4<f32>(0.4121656120, 0.2118591070, 0.0883097947, 0.0), + vec4<f32>(0.5362752080, 0.6807189584, 0.2818474174, 0.0), + vec4<f32>(0.0514575653, 0.1074065790, 0.6302613616, 0.0), +); + +const to_rgb = mat3x4<f32>( + vec4<f32>( 4.0767245293, -3.3072168827, 0.2307590544, 0.0), + vec4<f32>(-1.2681437731, 2.6093323231, -0.3411344290, 0.0), + vec4<f32>(-0.0041119885, -0.7034763098, 1.7068625689, 0.0), +); + +fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> { + // To Oklab + let lms_a = pow(from_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0)); + let lms_b = pow(to_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0)); + let mixed = mix(lms_a, lms_b, factor); + + // Back to linear RGB + var color = to_rgb * (mixed * mixed * mixed); + + // Alpha interpolation + color.a = mix(from_.a, to_.a, factor); + + return color; +} diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl index fb402158..f919cfe2 100644 --- a/wgpu/src/shader/quad.wgsl +++ b/wgpu/src/shader/quad.wgsl @@ -37,309 +37,3 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>) rx = select(rx, ry, position.y > center.y); return rx; } - -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) v_pos: vec2<f32>, - @location(1) color: vec4<f32>, - @location(2) pos: vec2<f32>, - @location(3) scale: vec2<f32>, - @location(4) border_color: vec4<f32>, - @location(5) border_radius: vec4<f32>, - @location(6) border_width: f32, -} - -struct SolidVertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) color: vec4<f32>, - @location(1) border_color: vec4<f32>, - @location(2) pos: vec2<f32>, - @location(3) scale: vec2<f32>, - @location(4) border_radius: vec4<f32>, - @location(5) border_width: f32, -} - -@vertex -fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput { - var out: SolidVertexOutput; - - var pos: vec2<f32> = input.pos * globals.scale; - var scale: vec2<f32> = input.scale * globals.scale; - - var min_border_radius = min(input.scale.x, input.scale.y) * 0.5; - var border_radius: vec4<f32> = vec4<f32>( - min(input.border_radius.x, min_border_radius), - min(input.border_radius.y, min_border_radius), - min(input.border_radius.z, min_border_radius), - min(input.border_radius.w, min_border_radius) - ); - - var transform: mat4x4<f32> = mat4x4<f32>( - vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0), - vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0), - vec4<f32>(0.0, 0.0, 1.0, 0.0), - vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0) - ); - - out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); - out.color = input.color; - out.border_color = input.border_color; - out.pos = pos; - out.scale = scale; - out.border_radius = border_radius * globals.scale; - out.border_width = input.border_width * globals.scale; - - return out; -} - -@fragment -fn solid_fs_main( - input: SolidVertexOutput -) -> @location(0) vec4<f32> { - var mixed_color: vec4<f32> = input.color; - - var border_radius = select_border_radius( - input.border_radius, - input.position.xy, - (input.pos + input.scale * 0.5).xy - ); - - if (input.border_width > 0.0) { - var internal_border: f32 = max(border_radius - input.border_width, 0.0); - - var internal_distance: f32 = distance_alg( - input.position.xy, - input.pos + vec2<f32>(input.border_width, input.border_width), - input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0), - internal_border - ); - - var border_mix: f32 = smoothstep( - max(internal_border - 0.5, 0.0), - internal_border + 0.5, - internal_distance - ); - - mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix)); - } - - var dist: f32 = distance_alg( - vec2<f32>(input.position.x, input.position.y), - input.pos, - input.scale, - border_radius - ); - - var radius_alpha: f32 = 1.0 - smoothstep( - max(border_radius - 0.5, 0.0), - border_radius + 0.5, - dist - ); - - return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); -} - -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>, - @location(7) position_and_scale: vec4<f32>, - @location(8) border_color: vec4<f32>, - @location(9) border_radius: vec4<f32>, - @location(10) border_width: f32, -} - -struct GradientVertexOutput { - @builtin(position) position: vec4<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>, - @location(7) position_and_scale: vec4<f32>, - @location(8) border_color: vec4<f32>, - @location(9) border_radius: vec4<f32>, - @location(10) border_width: f32, -} - -@vertex -fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { - var out: GradientVertexOutput; - - var pos: vec2<f32> = input.position_and_scale.xy * globals.scale; - var scale: vec2<f32> = input.position_and_scale.zw * globals.scale; - - var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5; - var border_radius: vec4<f32> = vec4<f32>( - min(input.border_radius.x, min_border_radius), - min(input.border_radius.y, min_border_radius), - min(input.border_radius.z, min_border_radius), - min(input.border_radius.w, min_border_radius) - ); - - var transform: mat4x4<f32> = mat4x4<f32>( - vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0), - vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0), - vec4<f32>(0.0, 0.0, 1.0, 0.0), - vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0) - ); - - out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); - out.colors_1 = input.colors_1; - out.colors_2 = input.colors_2; - out.colors_3 = input.colors_3; - out.colors_4 = input.colors_4; - out.offsets = input.offsets; - out.direction = input.direction * globals.scale; - out.position_and_scale = vec4<f32>(pos, scale); - out.border_color = input.border_color; - out.border_radius = border_radius * globals.scale; - out.border_width = input.border_width * globals.scale; - - return out; -} - -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, - ); - - //TODO could just pass this in to the shader but is probably more performant to just check it here - var last_index = 7; - for (var i: i32 = 0; i <= 7; i++) { - if (offsets[i] > 1.0) { - last_index = i - 1; - break; - } - } - - var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index); - - let pos = input.position_and_scale.xy; - let scale = input.position_and_scale.zw; - - var border_radius = select_border_radius( - input.border_radius, - input.position.xy, - (pos + scale * 0.5).xy - ); - - if (input.border_width > 0.0) { - var internal_border: f32 = max(border_radius - input.border_width, 0.0); - - var internal_distance: f32 = distance_alg( - input.position.xy, - pos + vec2<f32>(input.border_width, input.border_width), - scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0), - internal_border - ); - - var border_mix: f32 = smoothstep( - max(internal_border - 0.5, 0.0), - internal_border + 0.5, - internal_distance - ); - - mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix)); - } - - var dist: f32 = distance_alg( - input.position.xy, - pos, - scale, - border_radius - ); - - var radius_alpha: f32 = 1.0 - smoothstep( - max(border_radius - 0.5, 0.0), - border_radius + 0.5, - dist); - - return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); -} diff --git a/wgpu/src/shader/quad/gradient.wgsl b/wgpu/src/shader/quad/gradient.wgsl new file mode 100644 index 00000000..0754e97f --- /dev/null +++ b/wgpu/src/shader/quad/gradient.wgsl @@ -0,0 +1,205 @@ +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>, + @location(7) position_and_scale: vec4<f32>, + @location(8) border_color: vec4<f32>, + @location(9) border_radius: vec4<f32>, + @location(10) border_width: f32, +} + +struct GradientVertexOutput { + @builtin(position) position: vec4<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>, + @location(7) position_and_scale: vec4<f32>, + @location(8) border_color: vec4<f32>, + @location(9) border_radius: vec4<f32>, + @location(10) border_width: f32, +} + +@vertex +fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { + var out: GradientVertexOutput; + + var pos: vec2<f32> = input.position_and_scale.xy * globals.scale; + var scale: vec2<f32> = input.position_and_scale.zw * globals.scale; + + var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5; + var border_radius: vec4<f32> = vec4<f32>( + min(input.border_radius.x, min_border_radius), + min(input.border_radius.y, min_border_radius), + min(input.border_radius.z, min_border_radius), + min(input.border_radius.w, min_border_radius) + ); + + var transform: mat4x4<f32> = mat4x4<f32>( + vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0), + vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0), + vec4<f32>(0.0, 0.0, 1.0, 0.0), + vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0) + ); + + out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); + out.colors_1 = input.colors_1; + out.colors_2 = input.colors_2; + out.colors_3 = input.colors_3; + out.colors_4 = input.colors_4; + out.offsets = input.offsets; + out.direction = input.direction * globals.scale; + out.position_and_scale = vec4<f32>(pos, scale); + out.border_color = input.border_color; + out.border_radius = border_radius * globals.scale; + out.border_width = input.border_width * globals.scale; + + return out; +} + +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) { + 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, + ); + + //TODO could just pass this in to the shader but is probably more performant to just check it here + var last_index = 7; + for (var i: i32 = 0; i <= 7; i++) { + if (offsets[i] > 1.0) { + last_index = i - 1; + break; + } + } + + var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index); + + let pos = input.position_and_scale.xy; + let scale = input.position_and_scale.zw; + + var border_radius = select_border_radius( + input.border_radius, + input.position.xy, + (pos + scale * 0.5).xy + ); + + if (input.border_width > 0.0) { + var internal_border: f32 = max(border_radius - input.border_width, 0.0); + + var internal_distance: f32 = distance_alg( + input.position.xy, + pos + vec2<f32>(input.border_width, input.border_width), + scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0), + internal_border + ); + + var border_mix: f32 = smoothstep( + max(internal_border - 0.5, 0.0), + internal_border + 0.5, + internal_distance + ); + + mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix)); + } + + var dist: f32 = distance_alg( + input.position.xy, + pos, + scale, + border_radius + ); + + var radius_alpha: f32 = 1.0 - smoothstep( + max(border_radius - 0.5, 0.0), + border_radius + 0.5, + dist); + + return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); +} + +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); +} diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl new file mode 100644 index 00000000..ebd6d877 --- /dev/null +++ b/wgpu/src/shader/quad/solid.wgsl @@ -0,0 +1,99 @@ +struct SolidVertexInput { + @location(0) v_pos: vec2<f32>, + @location(1) color: vec4<f32>, + @location(2) pos: vec2<f32>, + @location(3) scale: vec2<f32>, + @location(4) border_color: vec4<f32>, + @location(5) border_radius: vec4<f32>, + @location(6) border_width: f32, +} + +struct SolidVertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) color: vec4<f32>, + @location(1) border_color: vec4<f32>, + @location(2) pos: vec2<f32>, + @location(3) scale: vec2<f32>, + @location(4) border_radius: vec4<f32>, + @location(5) border_width: f32, +} + +@vertex +fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput { + var out: SolidVertexOutput; + + var pos: vec2<f32> = input.pos * globals.scale; + var scale: vec2<f32> = input.scale * globals.scale; + + var min_border_radius = min(input.scale.x, input.scale.y) * 0.5; + var border_radius: vec4<f32> = vec4<f32>( + min(input.border_radius.x, min_border_radius), + min(input.border_radius.y, min_border_radius), + min(input.border_radius.z, min_border_radius), + min(input.border_radius.w, min_border_radius) + ); + + var transform: mat4x4<f32> = mat4x4<f32>( + vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0), + vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0), + vec4<f32>(0.0, 0.0, 1.0, 0.0), + vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0) + ); + + out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); + out.color = input.color; + out.border_color = input.border_color; + out.pos = pos; + out.scale = scale; + out.border_radius = border_radius * globals.scale; + out.border_width = input.border_width * globals.scale; + + return out; +} + +@fragment +fn solid_fs_main( + input: SolidVertexOutput +) -> @location(0) vec4<f32> { + var mixed_color: vec4<f32> = input.color; + + var border_radius = select_border_radius( + input.border_radius, + input.position.xy, + (input.pos + input.scale * 0.5).xy + ); + + if (input.border_width > 0.0) { + var internal_border: f32 = max(border_radius - input.border_width, 0.0); + + var internal_distance: f32 = distance_alg( + input.position.xy, + input.pos + vec2<f32>(input.border_width, input.border_width), + input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0), + internal_border + ); + + var border_mix: f32 = smoothstep( + max(internal_border - 0.5, 0.0), + internal_border + 0.5, + internal_distance + ); + + mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix)); + } + + var dist: f32 = distance_alg( + vec2<f32>(input.position.x, input.position.y), + input.pos, + input.scale, + border_radius + ); + + var radius_alpha: f32 = 1.0 - smoothstep( + max(border_radius - 0.5, 0.0), + border_radius + 0.5, + dist + ); + + return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); +} 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); -} 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); +} diff --git a/wgpu/src/shader/triangle/solid.wgsl b/wgpu/src/shader/triangle/solid.wgsl new file mode 100644 index 00000000..9ef81982 --- /dev/null +++ b/wgpu/src/shader/triangle/solid.wgsl @@ -0,0 +1,24 @@ +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; +} |