56 lines
1.6 KiB
WebGPU Shading Language
56 lines
1.6 KiB
WebGPU Shading Language
// Vignette Effect Shader
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// Darkens edges of the image
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struct Uniforms {
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// params packed as vec4s for proper 16-byte alignment
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params0: vec4<f32>,
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params1: vec4<f32>,
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params2: vec4<f32>,
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params3: vec4<f32>,
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texture_width: f32,
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texture_height: f32,
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time: f32,
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mix: f32,
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}
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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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@group(0) @binding(0) var source_tex: texture_2d<f32>;
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@group(0) @binding(1) var source_sampler: sampler;
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@group(0) @binding(2) var<uniform> uniforms: Uniforms;
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var out: VertexOutput;
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let x = f32((vertex_index & 1u) << 1u);
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let y = f32(vertex_index & 2u);
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out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
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out.uv = vec2<f32>(x, y);
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let src = textureSample(source_tex, source_sampler, in.uv);
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let radius = uniforms.params0.x; // Vignette radius (0.5 = normal)
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let softness = uniforms.params0.y; // Edge softness (0-1)
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let amount = uniforms.params0.z; // Darkness amount (0-1)
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// Calculate distance from center (normalized to -1 to 1)
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let center = vec2<f32>(0.5, 0.5);
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let dist = distance(in.uv, center);
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// Create vignette factor with smooth falloff
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let inner = radius;
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let outer = radius + softness;
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let vignette = 1.0 - smoothstep(inner, outer, dist) * amount;
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let vignetted = src.rgb * vignette;
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let result = mix(src.rgb, vignetted, uniforms.mix);
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return vec4<f32>(result, src.a);
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}
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