c4df23f65d
* Update to wgpu 0.9 * Fix validation error in WGSL shader - This moves the hardcoded vertex positions and texture coordinates to the vertex buffer. - Replaces the two-triangle quad to 1 full-screen triangle (fixes #180) - Rewrites the custom shader example to fix a bug with large surface textures; - The input texture size was used for the output texture, causing the purple rectangle to appear very jumpy on large displays in full screen. - The `ScalingRenderer` now exposes its clipping rectangle. The custom shader example uses this for its own clipping rectangle, but it can also be used for interacting with the border in general. * Switch to `wgpu::include_wgsl!()` - This is a nice little simplification. - Thanks to @JMS55 for the suggestion!
51 lines
1.4 KiB
WebGPU Shading Language
51 lines
1.4 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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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(
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[[location(0)]] position: vec2<f32>,
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[[location(1)]] tex_coord: vec2<f32>,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coord = tex_coord;
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out.position = vec4<f32>(position, 0.0, 1.0);
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return out;
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}
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// Fragment shader bindings
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[[group(0), binding(0)]] var r_tex_color: texture_2d<f32>;
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[[group(0), binding(1)]] var r_tex_sampler: sampler;
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[[block]] struct Locals {
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time: f32;
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};
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[[group(0), binding(2)]] var r_locals: Locals;
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let tau: f32 = 6.283185307179586476925286766559;
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let bias: f32 = 0.2376; // Offset the circular time input so it is never 0
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// Random functions based on https://thebookofshaders.com/10/
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let random_scale: f32 = 43758.5453123;
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let random_x: f32 = 12.9898;
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let random_y: f32 = 78.233;
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fn random(x: f32) -> f32 {
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return fract(sin(x) * random_scale);
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}
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fn random_vec2(st: vec2<f32>) -> f32 {
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return random(dot(st, vec2<f32>(random_x, random_y)));
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}
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[[stage(fragment)]]
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fn fs_main([[location(0)]] tex_coord: vec2<f32>) -> [[location(0)]] vec4<f32> {
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let sampled_color = textureSample(r_tex_color, r_tex_sampler, tex_coord);
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let noise_color = vec3<f32>(random_vec2(tex_coord.xy * vec2<f32>(r_locals.time % tau + bias)));
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return vec4<f32>(sampled_color.rgb * noise_color, sampled_color.a);
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}
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