130 lines
4.6 KiB
WebGPU Shading Language
130 lines
4.6 KiB
WebGPU Shading Language
// Vertex shader bindings
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struct VertexOutput {
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@location(0) tex_coord: vec2<f32>,
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@location(1) color: vec4<f32>, // gamma 0-1
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@builtin(position) position: vec4<f32>,
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};
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struct Locals {
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screen_size: vec2<f32>,
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dithering: u32, // 1 if dithering is enabled, 0 otherwise
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// Uniform buffers need to be at least 16 bytes in WebGL.
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// See https://github.com/gfx-rs/wgpu/issues/2072
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_padding: u32,
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};
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@group(0) @binding(0) var<uniform> r_locals: Locals;
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// -----------------------------------------------
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// Adapted from
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// https://www.shadertoy.com/view/llVGzG
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// Originally presented in:
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// Jimenez 2014, "Next Generation Post-Processing in Call of Duty"
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//
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// A good overview can be found in
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// https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/
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// via https://github.com/rerun-io/rerun/
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fn interleaved_gradient_noise(n: vec2<f32>) -> f32 {
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let f = 0.06711056 * n.x + 0.00583715 * n.y;
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return fract(52.9829189 * fract(f));
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}
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fn dither_interleaved(rgb: vec3<f32>, levels: f32, frag_coord: vec4<f32>) -> vec3<f32> {
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var noise = interleaved_gradient_noise(frag_coord.xy);
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// scale down the noise slightly to ensure flat colors aren't getting dithered
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noise = (noise - 0.5) * 0.95;
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return rgb + noise / (levels - 1.0);
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}
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// 0-1 linear from 0-1 sRGB gamma
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fn linear_from_gamma_rgb(srgb: vec3<f32>) -> vec3<f32> {
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let cutoff = srgb < vec3<f32>(0.04045);
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let lower = srgb / vec3<f32>(12.92);
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let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4));
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return select(higher, lower, cutoff);
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}
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// 0-1 sRGB gamma from 0-1 linear
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fn gamma_from_linear_rgb(rgb: vec3<f32>) -> vec3<f32> {
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let cutoff = rgb < vec3<f32>(0.0031308);
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let lower = rgb * vec3<f32>(12.92);
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let higher = vec3<f32>(1.055) * pow(rgb, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055);
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return select(higher, lower, cutoff);
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}
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// 0-1 sRGBA gamma from 0-1 linear
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fn gamma_from_linear_rgba(linear_rgba: vec4<f32>) -> vec4<f32> {
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return vec4<f32>(gamma_from_linear_rgb(linear_rgba.rgb), linear_rgba.a);
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}
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// [u8; 4] SRGB as u32 -> [r, g, b, a] in 0.-1
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fn unpack_color(color: u32) -> vec4<f32> {
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return vec4<f32>(
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f32(color & 255u),
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f32((color >> 8u) & 255u),
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f32((color >> 16u) & 255u),
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f32((color >> 24u) & 255u),
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) / 255.0;
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}
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fn position_from_screen(screen_pos: vec2<f32>) -> vec4<f32> {
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return vec4<f32>(
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2.0 * screen_pos.x / r_locals.screen_size.x - 1.0,
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1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y,
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0.0,
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1.0,
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);
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}
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@vertex
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fn vs_main(
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@location(0) a_pos: vec2<f32>,
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@location(1) a_tex_coord: vec2<f32>,
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@location(2) a_color: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coord = a_tex_coord;
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out.color = unpack_color(a_color);
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out.position = position_from_screen(a_pos);
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return out;
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}
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// Fragment shader bindings
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@group(1) @binding(0) var r_tex_color: texture_2d<f32>;
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@group(1) @binding(1) var r_tex_sampler: sampler;
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@fragment
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fn fs_main_linear_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
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// We always have an sRGB aware texture at the moment.
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let tex_linear = textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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let tex_gamma = gamma_from_linear_rgba(tex_linear);
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var out_color_gamma = in.color * tex_gamma;
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// Dither the float color down to eight bits to reduce banding.
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// This step is optional for egui backends.
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// Note that dithering is performed on the gamma encoded values,
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// because this function is used together with a srgb converting target.
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if r_locals.dithering == 1 {
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let out_color_gamma_rgb = dither_interleaved(out_color_gamma.rgb, 256.0, in.position);
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out_color_gamma = vec4<f32>(out_color_gamma_rgb, out_color_gamma.a);
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}
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let out_color_linear = linear_from_gamma_rgb(out_color_gamma.rgb);
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return vec4<f32>(out_color_linear, out_color_gamma.a);
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}
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@fragment
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fn fs_main_gamma_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
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// We always have an sRGB aware texture at the moment.
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let tex_linear = textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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let tex_gamma = gamma_from_linear_rgba(tex_linear);
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var out_color_gamma = in.color * tex_gamma;
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// Dither the float color down to eight bits to reduce banding.
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// This step is optional for egui backends.
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if r_locals.dithering == 1 {
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let out_color_gamma_rgb = dither_interleaved(out_color_gamma.rgb, 256.0, in.position);
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out_color_gamma = vec4<f32>(out_color_gamma_rgb, out_color_gamma.a);
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}
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return out_color_gamma;
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}
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