ruffle/render/wgpu/shaders/common.wgsl

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WebGPU Shading Language
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/// Common WGSL shared among all Ruffle shaders.
/// Ruffle prepends this file onto every shader at runtime.
/// Global uniforms that are constant throughout a frame.
struct Globals {
// The view matrix determined by the viewport and stage.
view_matrix: mat4x4<f32>;
};
/// Transform uniforms that are changed per object.
struct Transforms {
/// The world matrix that transforms this object into stage space.
world_matrix: mat4x4<f32>;
/// The multiplicative color transform of this object.
mult_color: vec4<f32>;
/// The additive color transform of this object.
add_color: vec4<f32>;
};
/// Uniforms used by texture draws (bitmaps and gradients).
struct TextureTransforms {
/// The transform matrix of the gradient or texture.
/// Transforms from object space to UV space.
matrix: mat4x4<f32>;
};
/// The vertex format shared among all shaders.
struct VertexInput {
/// The position of the vertex in object space.
[[location(0)]] position: vec2<f32>;
/// The color of this vertex (only used by the color shader).
[[location(1)]] color: vec4<f32>;
};
/// Common uniform layout shared by all shaders.
[[group(0), binding(0)]]
var<uniform> globals: Globals;
[[group(1), binding(0)]]
var<uniform> transforms: Transforms;
/// Converts a color from linear to sRGB color space.
fn linear_to_srgb(linear: vec4<f32>) -> vec4<f32> {
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var rgb: vec3<f32> = linear.rgb;
if( linear.a > 0.0 ) {
rgb = rgb / linear.a;
}
let a = 12.92 * rgb;
let b = 1.055 * pow(rgb, vec3<f32>(1.0 / 2.4)) - 0.055;
let c = step(vec3<f32>(0.0031308), rgb);
return vec4<f32>(mix(a, b, c) * linear.a, linear.a);
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}
/// Converts a color from sRGB to linear color space.
fn srgb_to_linear(srgb: vec4<f32>) -> vec4<f32> {
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var rgb: vec3<f32> = srgb.rgb;
if( srgb.a > 0.0 ) {
rgb = rgb / srgb.a;
}
let a = rgb / 12.92;
let b = pow((rgb + vec3<f32>(0.055)) / 1.055, vec3<f32>(2.4));
let c = step(vec3<f32>(0.04045), rgb);
return vec4<f32>(mix(a, b, c) * srgb.a, srgb.a);
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}