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