121 lines
3.5 KiB
WebGPU Shading Language
121 lines
3.5 KiB
WebGPU Shading Language
#define_import_path gradient
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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> pc: common::PushConstants;
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@group(1) @binding(0) var<uniform> textureTransforms: common::TextureTransforms;
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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<uniform> colorTransforms: common::ColorTransforms;
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@group(3) @binding(0) var<uniform> textureTransforms: common::TextureTransforms;
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#endif
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#if use_storage_buffers == true
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struct Gradient {
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colors: array<vec4<f32>,16u>,
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ratios: array<f32,16u>,
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gradient_type: i32,
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num_colors: u32,
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interpolation: i32,
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focal_point: f32,
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};
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#if use_push_constants == true
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@group(1) @binding(1) var<storage> gradient: Gradient;
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#else
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@group(3) @binding(1) var<storage> gradient: Gradient;
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#endif
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fn ratio(i: u32) -> f32 {
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return gradient.ratios[i];
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}
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#else
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struct Gradient {
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colors: array<vec4<f32>, 16>,
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ratios: array<vec4<f32>, 4u>, // secretly array<f32; 16> but this let's us squeeze it into alignment
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gradient_type: i32,
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num_colors: u32,
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interpolation: i32,
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focal_point: f32,
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};
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#if use_push_constants == true
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@group(1) @binding(1) var<uniform> gradient: Gradient;
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#else
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@group(3) @binding(1) var<uniform> gradient: Gradient;
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#endif
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fn ratio(i: u32) -> f32 {
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return gradient.ratios[i / 4u][i % 4u];
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}
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#endif
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fn find_t(focal_point: f32, uv: vec2<f32>) -> f32 {
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return 0.0;
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}
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@vertex
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fn main_vertex(in: common::VertexInput) -> VertexOutput {
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#if use_push_constants == true
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var transforms = pc.transforms;
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#endif
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let matrix_ = textureTransforms.matrix_;
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let uv = (mat3x3<f32>(matrix_[0].xyz, matrix_[1].xyz, matrix_[2].xyz) * vec3<f32>(in.position, 1.0)).xy;
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let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 0.0, 1.0);
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return VertexOutput(pos, uv);
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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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#if use_push_constants == true
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var colorTransforms = pc.colorTransforms;
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#endif
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let last = gradient.num_colors - 1u;
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// Calculate normalized `t` position in gradient, [0.0, 1.0] being the bounds of the ratios.
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var t: f32 = find_t(gradient.focal_point, in.uv);
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#if gradient_repeat_mode == 1
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// Mirror
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if( t < 0.0 ) {
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t = -t;
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}
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if ( (i32(t) & 1) == 0 ) {
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t = fract(t);
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} else {
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t = 1.0 - fract(t);
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}
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#endif
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#if gradient_repeat_mode == 2
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// Repeat
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t = fract(t);
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#endif
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#if gradient_repeat_mode == 3
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// Clamp
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t = clamp(t, 0.0, 1.0);
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#endif
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t = clamp(t, ratio(0u), ratio(last));
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// Find the two gradient colors bordering our position.
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var j: u32;
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for( j = 1u; t > ratio(j); j = j + 1u) {
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// Noop
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}
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let i = j - 1u;
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// Lerp between the two colors.
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let a = (t - ratio(i)) / (ratio(j) - ratio(i));
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var color: vec4<f32> = mix(gradient.colors[i], gradient.colors[j], a);
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if( gradient.interpolation != 0 ) {
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color = common::linear_to_srgb(color);
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}
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let out = color * colorTransforms.mult_color + colorTransforms.add_color;
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let alpha = clamp(out.a, 0.0, 1.0);
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return vec4<f32>(out.rgb * alpha, alpha);
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} |