From 10d0b257f929296b1991a440f62c87487c0076dc Mon Sep 17 00:00:00 2001
From: Héctor Ramón Jiménez <hector0193@gmail.com>
Date: Thu, 7 Sep 2023 07:24:32 +0200
Subject: Use Oklab color interpolation only with `color::GAMMA_CORRECTION`

---
 wgpu/src/shader/triangle.wgsl | 160 ------------------------------------------
 1 file changed, 160 deletions(-)

(limited to 'wgpu/src/shader/triangle.wgsl')

diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
index 3a2b9845..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) @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;
-}
-
-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);
-}
-- 
cgit