// Vertex shader bindings struct VertexOutput { @location(0) tex_coord: vec2, @builtin(position) position: vec4, } @vertex fn vs_main( @location(0) position: vec2, ) -> VertexOutput { var out: VertexOutput; out.tex_coord = fma(position, vec2(0.5, -0.5), vec2(0.5, 0.5)); out.position = vec4(position, 0.0, 1.0); return out; } // Fragment shader bindings @group(0) @binding(0) var r_tex_color: texture_2d; @group(0) @binding(1) var r_tex_sampler: sampler; struct Locals { time: f32, } @group(0) @binding(2) var r_locals: Locals; const tau = 6.283185307179586476925286766559; const bias = 0.2376; // Offset the circular time input so it is never 0 // Random functions based on https://thebookofshaders.com/10/ const random_scale = 43758.5453123; const random_x = 12.9898; const random_y = 78.233; fn random(x: f32) -> f32 { return fract(sin(x) * random_scale); } fn random_vec2(st: vec2) -> f32 { return random(dot(st, vec2(random_x, random_y))); } @fragment fn fs_main(@location(0) tex_coord: vec2) -> @location(0) vec4 { let sampled_color = textureSample(r_tex_color, r_tex_sampler, tex_coord); let noise_color = vec3(random_vec2(tex_coord.xy * vec2(r_locals.time % tau + bias))); return vec4(sampled_color.rgb * noise_color, sampled_color.a); }