// Vertex shader bindings struct VertexOutput { [[location(0)]] tex_coord: vec2; [[builtin(position)]] position: vec4; }; let positions: array, 6> = array, 6>( // Upper left triangle vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), // Lower right triangle vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0), ); let uv: array, 6> = array, 6>( // Upper left triangle vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), // Lower right triangle vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0), ); [[stage(vertex)]] fn vs_main([[builtin(vertex_index)]] vertex_index: u32) -> VertexOutput { var out: VertexOutput; out.tex_coord = uv[vertex_index]; out.position = vec4(positions[vertex_index], 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; [[block]] struct Locals { time: f32; }; [[group(0), binding(2)]] var r_locals: Locals; let tau: f32 = 6.283185307179586476925286766559; let bias: f32 = 0.2376; // Offset the circular time input so it is never 0 // Random functions based on https://thebookofshaders.com/10/ let random_scale: f32 = 43758.5453123; let random_x: f32 = 12.9898; let random_y: f32 = 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))); } [[stage(fragment)]] fn fs_main([[location(0)]] tex_coord: vec2) -> [[location(0)]] vec4 { let sampled_color: vec4 = textureSample(r_tex_color, r_tex_sampler, tex_coord); let noise_color: vec3 = vec3(random_vec2( tex_coord.xy * vec2(r_locals.time % tau + bias) )); return vec4(sampled_color.rgb * noise_color, sampled_color.a); }