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-rw-r--r--wgpu/src/shader/quad.wgsl87
-rw-r--r--wgpu/src/shader/triangle.wgsl71
2 files changed, 74 insertions, 84 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index 3232bdbe..fdcc6743 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -38,6 +38,19 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
return rx;
}
+fn l(c: f32) -> f32 {
+ if (c < 0.04045) {
+ return c / 12.92;
+ } else {
+ return pow(((c + 0.055) / 1.055), 2.4);
+ };
+}
+
+fn to_linear(color: u32) -> vec4<f32> {
+ let c = unpack4x8unorm(color); //unpacks as a b g r
+ return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
+}
+
struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>,
@@ -140,40 +153,28 @@ fn solid_fs_main(
struct GradientVertexInput {
@location(0) v_pos: 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>,
- @location(12) position_and_scale: vec4<f32>,
- @location(13) border_color: vec4<f32>,
- @location(14) border_radius: vec4<f32>,
- @location(15) border_width: f32
+ @location(1) colors_1: vec4<u32>,
+ @location(2) colors_2: vec4<u32>,
+ @location(3) offsets_1: vec4<f32>,
+ @location(4) offsets_2: vec4<f32>,
+ @location(5) direction: vec4<f32>,
+ @location(6) position_and_scale: vec4<f32>,
+ @location(7) border_color: vec4<f32>,
+ @location(8) border_radius: vec4<f32>,
+ @location(9) border_width: f32,
}
struct GradientVertexOutput {
@builtin(position) position: vec4<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>,
- @location(12) position_and_scale: vec4<f32>,
- @location(13) border_color: vec4<f32>,
- @location(14) border_radius: vec4<f32>,
- @location(15) border_width: f32
+ @location(1) colors_1: vec4<u32>,
+ @location(2) colors_2: vec4<u32>,
+ @location(3) offsets_1: vec4<f32>,
+ @location(4) offsets_2: vec4<f32>,
+ @location(5) direction: vec4<f32>,
+ @location(6) position_and_scale: vec4<f32>,
+ @location(7) border_color: vec4<f32>,
+ @location(8) border_radius: vec4<f32>,
+ @location(9) border_width: f32,
}
@vertex
@@ -199,14 +200,8 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
- out.color_1 = input.color_1;
- out.color_2 = input.color_2;
- out.color_3 = input.color_3;
- out.color_4 = input.color_4;
- out.color_5 = input.color_5;
- out.color_6 = input.color_6;
- out.color_7 = input.color_7;
- out.color_8 = input.color_8;
+ out.colors_1 = input.colors_1;
+ out.colors_2 = input.colors_2;
out.offsets_1 = input.offsets_1;
out.offsets_2 = input.offsets_2;
out.direction = input.direction * globals.scale;
@@ -274,14 +269,14 @@ fn gradient(
@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,
+ to_linear(input.colors_1.x),
+ to_linear(input.colors_1.y),
+ to_linear(input.colors_1.z),
+ to_linear(input.colors_1.w),
+ to_linear(input.colors_2.x),
+ to_linear(input.colors_2.y),
+ to_linear(input.colors_2.z),
+ to_linear(input.colors_2.w),
);
var offsets = array<f32, 8>(
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
index 625fa46e..5a73a77f 100644
--- a/wgpu/src/shader/triangle.wgsl
+++ b/wgpu/src/shader/triangle.wgsl
@@ -4,6 +4,19 @@ struct Globals {
@group(0) @binding(0) var<uniform> globals: Globals;
+fn l(c: f32) -> f32 {
+ if (c < 0.04045) {
+ return c / 12.92;
+ } else {
+ return pow(((c + 0.055) / 1.055), 2.4);
+ };
+}
+
+fn to_linear(color: u32) -> vec4<f32> {
+ let c = unpack4x8unorm(color); //unpacks as a b g r
+ return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
+}
+
struct SolidVertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
@@ -32,46 +45,28 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
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>,
+ @location(1) colors_1: vec4<u32>,
+ @location(2) colors_2: vec4<u32>,
+ @location(3) offsets_1: vec4<f32>,
+ @location(4) offsets_2: vec4<f32>,
+ @location(5) 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>,
+ @location(1) colors_1: vec4<u32>,
+ @location(2) colors_2: vec4<u32>,
+ @location(3) offsets_1: vec4<f32>,
+ @location(4) offsets_2: vec4<f32>,
+ @location(5) 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.colors_1 = colors_1;
+ output.colors_2 = colors_2;
output.offsets_1 = offsets_1;
output.offsets_2 = offsets_2;
output.direction = direction;
@@ -135,14 +130,14 @@ fn gradient(
@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,
+ to_linear(input.colors_1.x),
+ to_linear(input.colors_1.y),
+ to_linear(input.colors_1.z),
+ to_linear(input.colors_1.w),
+ to_linear(input.colors_2.x),
+ to_linear(input.colors_2.y),
+ to_linear(input.colors_2.z),
+ to_linear(input.colors_2.w),
);
var offsets = array<f32, 8>(