struct Globals { transform: mat4x4, } @group(0) @binding(0) var globals: Globals; fn unpack_u32(color: u32) -> vec4 { let u = unpack4x8unorm(color); return vec4(u.w, u.z, u.y, u.x); } struct SolidVertexInput { @location(0) position: vec2, @location(1) color: vec4, } struct SolidVertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, } @vertex fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput { var out: SolidVertexOutput; out.color = input.color; out.position = globals.transform * vec4(input.position, 0.0, 1.0); return out; } @fragment fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4 { return input.color; } struct GradientVertexOutput { @builtin(position) position: vec4, @location(0) raw_position: vec2, @location(1) colors_1: vec4, @location(2) colors_2: vec4, @location(3) offsets_1: vec4, @location(4) offsets_2: vec4, @location(5) direction: vec4, } @vertex fn gradient_vs_main( @location(0) input: vec2, @location(1) colors_1: vec4, @location(2) colors_2: vec4, @location(3) offsets_1: vec4, @location(4) offsets_2: vec4, @location(5) direction: vec4, ) -> GradientVertexOutput { var output: GradientVertexOutput; output.position = globals.transform * vec4(input.xy, 0.0, 1.0); output.raw_position = input; output.colors_1 = colors_1; output.colors_2 = colors_2; output.offsets_1 = offsets_1; output.offsets_2 = offsets_2; output.direction = direction; return output; } fn random(coords: vec2) -> 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, direction: vec4, colors: array, 8>, offsets: array, last_index: i32 ) -> vec4 { 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; 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 { let colors = array, 8>( 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( input.offsets_1.x, input.offsets_1.y, input.offsets_1.z, input.offsets_1.w, input.offsets_2.x, input.offsets_2.y, input.offsets_2.z, input.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); }