wgpu: Implement Screen blend mode as a trivial blend
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#import common
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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};
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#if use_push_constants == true
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var<push_constant> transforms: common::Transforms;
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@group(1) @binding(0) var parent_texture: texture_2d<f32>;
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@group(1) @binding(1) var current_texture: texture_2d<f32>;
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@group(1) @binding(2) var texture_sampler: sampler;
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#else
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@group(1) @binding(0) var<uniform> transforms: common::Transforms;
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@group(2) @binding(0) var parent_texture: texture_2d<f32>;
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@group(2) @binding(1) var current_texture: texture_2d<f32>;
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@group(2) @binding(2) var texture_sampler: sampler;
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#endif
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@vertex
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fn main_vertex(in: common::VertexInput) -> VertexOutput {
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let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 1.0, 1.0);
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let uv = vec2<f32>((pos.x + 1.0) / 2.0, -((pos.y - 1.0) / 2.0));
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return VertexOutput(pos, uv);
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}
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fn blend_func(src: vec3<f32>, dst: vec3<f32>) -> vec3<f32> {
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return (dst + src) - (dst * src);
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}
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@fragment
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fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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// dst is the parent pixel we're blending onto
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var dst: vec4<f32> = textureSample(parent_texture, texture_sampler, in.uv);
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// src is the pixel that we want to apply
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var src: vec4<f32> = textureSample(current_texture, texture_sampler, in.uv);
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if (src.a > 0.0) {
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return vec4<f32>(src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a) + src.a * dst.a * blend_func(src.rgb / src.a, dst.rgb / dst.a), src.a + dst.a * (1.0 - src.a));
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} else {
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if (true) {
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// This needs to be in a branch because... reasons. Bug in naga.
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// https://github.com/gfx-rs/naga/issues/2168
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discard;
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}
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return dst;
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}
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}
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@ -5,7 +5,6 @@ use swf::BlendMode;
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#[derive(Enum, Debug, Copy, Clone)]
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#[derive(Enum, Debug, Copy, Clone)]
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pub enum ComplexBlend {
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pub enum ComplexBlend {
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Multiply, // Can't be trivial, 0 alpha is special case
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Multiply, // Can't be trivial, 0 alpha is special case
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Screen, // Can't be trivial. (dst + src) - (dst * src)
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Lighten, // Might be trivial but I can't reproduce the right colors
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Lighten, // Might be trivial but I can't reproduce the right colors
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Darken, // Might be trivial but I can't reproduce the right colors
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Darken, // Might be trivial but I can't reproduce the right colors
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Difference, // Can't be trivial, relies on abs operation
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Difference, // Can't be trivial, relies on abs operation
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@ -31,7 +30,7 @@ impl BlendType {
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BlendMode::Normal => BlendType::Trivial(TrivialBlend::Normal),
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BlendMode::Normal => BlendType::Trivial(TrivialBlend::Normal),
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BlendMode::Layer => BlendType::Trivial(TrivialBlend::Normal),
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BlendMode::Layer => BlendType::Trivial(TrivialBlend::Normal),
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BlendMode::Multiply => BlendType::Complex(ComplexBlend::Multiply),
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BlendMode::Multiply => BlendType::Complex(ComplexBlend::Multiply),
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BlendMode::Screen => BlendType::Complex(ComplexBlend::Screen),
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BlendMode::Screen => BlendType::Trivial(TrivialBlend::Screen),
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BlendMode::Lighten => BlendType::Complex(ComplexBlend::Lighten),
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BlendMode::Lighten => BlendType::Complex(ComplexBlend::Lighten),
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BlendMode::Darken => BlendType::Complex(ComplexBlend::Darken),
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BlendMode::Darken => BlendType::Complex(ComplexBlend::Darken),
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BlendMode::Difference => BlendType::Complex(ComplexBlend::Difference),
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BlendMode::Difference => BlendType::Complex(ComplexBlend::Difference),
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@ -55,6 +54,7 @@ pub enum TrivialBlend {
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Normal,
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Normal,
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Add,
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Add,
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Subtract,
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Subtract,
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Screen,
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}
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}
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impl TrivialBlend {
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impl TrivialBlend {
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@ -70,6 +70,14 @@ impl TrivialBlend {
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},
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},
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alpha: wgpu::BlendComponent::OVER,
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alpha: wgpu::BlendComponent::OVER,
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},
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},
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TrivialBlend::Screen => wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrc,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent::OVER,
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},
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TrivialBlend::Subtract => wgpu::BlendState {
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TrivialBlend::Subtract => wgpu::BlendState {
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color: wgpu::BlendComponent {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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src_factor: wgpu::BlendFactor::One,
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@ -61,7 +61,6 @@ impl Shaders {
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let blend_shaders = enum_map! {
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let blend_shaders = enum_map! {
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ComplexBlend::Multiply => make_shader(device, &mut composer, &shader_defs, "blend/multiply.wgsl", include_str!("../shaders/blend/multiply.wgsl")),
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ComplexBlend::Multiply => make_shader(device, &mut composer, &shader_defs, "blend/multiply.wgsl", include_str!("../shaders/blend/multiply.wgsl")),
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ComplexBlend::Screen => make_shader(device, &mut composer, &shader_defs, "blend/screen.wgsl", include_str!("../shaders/blend/screen.wgsl")),
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ComplexBlend::Lighten => make_shader(device, &mut composer, &shader_defs, "blend/lighten.wgsl", include_str!("../shaders/blend/lighten.wgsl")),
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ComplexBlend::Lighten => make_shader(device, &mut composer, &shader_defs, "blend/lighten.wgsl", include_str!("../shaders/blend/lighten.wgsl")),
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ComplexBlend::Darken => make_shader(device, &mut composer, &shader_defs, "blend/darken.wgsl", include_str!("../shaders/blend/darken.wgsl")),
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ComplexBlend::Darken => make_shader(device, &mut composer, &shader_defs, "blend/darken.wgsl", include_str!("../shaders/blend/darken.wgsl")),
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ComplexBlend::Difference => make_shader(device, &mut composer, &shader_defs, "blend/difference.wgsl", include_str!("../shaders/blend/difference.wgsl")),
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ComplexBlend::Difference => make_shader(device, &mut composer, &shader_defs, "blend/difference.wgsl", include_str!("../shaders/blend/difference.wgsl")),
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