ruffle/render/wgpu/shaders/blend/alpha.wgsl

43 lines
1.4 KiB
WebGPU Shading Language

#import common
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
#if use_push_constants == true
var<push_constant> transforms: common::Transforms;
#else
@group(1) @binding(0) var<uniform> transforms: common::Transforms;
#endif
@group(2) @binding(0) var parent_texture: texture_2d<f32>;
@group(2) @binding(1) var current_texture: texture_2d<f32>;
@group(2) @binding(2) var texture_sampler: sampler;
@vertex
fn main_vertex(in: common::VertexInput) -> VertexOutput {
let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 1.0, 1.0);
let uv = vec2<f32>((pos.x + 1.0) / 2.0, -((pos.y - 1.0) / 2.0));
return VertexOutput(pos, uv);
}
@fragment
fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
// dst is the parent pixel we're blending onto
var dst: vec4<f32> = textureSample(parent_texture, texture_sampler, in.uv);
// src is the pixel that we want to apply
var src: vec4<f32> = textureSample(current_texture, texture_sampler, in.uv);
if (src.a > 0.0) {
return vec4<f32>(dst.rgb * src.a, src.a * dst.a);
} else {
if (true) {
// This needs to be in a branch because... reasons. Bug in naga.
// https://github.com/gfx-rs/naga/issues/2168
discard;
}
return dst;
}
}