diff options
Diffstat (limited to 'wgpu')
-rw-r--r-- | wgpu/src/shader/quad.wgsl | 29 | ||||
-rw-r--r-- | wgpu/src/shader/triangle.wgsl | 29 |
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>( |