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-rw-r--r--wgpu/src/shader/quad.wgsl29
-rw-r--r--wgpu/src/shader/triangle.wgsl29
2 files changed, 22 insertions, 36 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index fdcc6743..5a1237e6 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -38,17 +38,10 @@ 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 unpack_u32(color: u32) -> vec4<f32> {
+ let u = unpack4x8unorm(color);
-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);
+ return vec4<f32>(u.w, u.z, u.y, u.x);
}
struct SolidVertexInput {
@@ -269,14 +262,14 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 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),
+ unpack_u32(input.colors_1.x),
+ unpack_u32(input.colors_1.y),
+ unpack_u32(input.colors_1.z),
+ unpack_u32(input.colors_1.w),
+ unpack_u32(input.colors_2.x),
+ unpack_u32(input.colors_2.y),
+ unpack_u32(input.colors_2.z),
+ unpack_u32(input.colors_2.w),
);
var offsets = array<f32, 8>(
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
index 5a73a77f..f1bb2733 100644
--- a/wgpu/src/shader/triangle.wgsl
+++ b/wgpu/src/shader/triangle.wgsl
@@ -4,17 +4,10 @@ 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 unpack_u32(color: u32) -> vec4<f32> {
+ let u = unpack4x8unorm(color);
-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);
+ return vec4<f32>(u.w, u.z, u.y, u.x);
}
struct SolidVertexInput {
@@ -130,14 +123,14 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 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),
+ unpack_u32(input.colors_1.x),
+ unpack_u32(input.colors_1.y),
+ unpack_u32(input.colors_1.z),
+ unpack_u32(input.colors_1.w),
+ unpack_u32(input.colors_2.x),
+ unpack_u32(input.colors_2.y),
+ unpack_u32(input.colors_2.z),
+ unpack_u32(input.colors_2.w),
);
var offsets = array<f32, 8>(