91 lines
2.1 KiB
WebGPU Shading Language
91 lines
2.1 KiB
WebGPU Shading Language
struct View {
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viewProj: mat4x4f,
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lightViewProj: mat4x4f,
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lightPosition: vec4f,
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eyePosition: vec4f,
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aspect: f32,
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};
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struct Config {
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scale: f32,
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translateX: f32,
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translateY: f32,
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};
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struct GlyphBuffer {
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texPosition: vec2f,
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texSize: vec2f,
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size: vec2f,
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unused: vec2f,
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};
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struct LayoutBuffer {
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position: vec4f, // glyph_index w
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};
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@group(0) @binding(0) var<uniform> view: View;
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@group(1) @binding(0) var linearSampler: sampler;
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@group(1) @binding(1) var fontTexture: texture_2d<f32>;
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@group(1) @binding(2) var<storage> glyphBuffer: array<GlyphBuffer>;
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@group(2) @binding(0) var<storage> layoutBuffer: array<LayoutBuffer>;
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@group(2) @binding(1) var<uniform> config: Config;
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struct VertexInput {
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@builtin(vertex_index) vertex_index: u32,
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@builtin(instance_index) instance_index: u32,
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};
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) texture: vec2f,
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@location(1) @interpolate(flat) glyphIndex: u32,
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@location(2) foo: vec4f,
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};
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const vertices = array(
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vec2f(1.0, 0.0),
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vec2f(0.0, 1.0),
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vec2f(0.0, 0.0),
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vec2f(1.0, 1.0),
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);
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@vertex
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fn vertexMain(input: VertexInput) -> VertexOutput
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{
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let texture = vertices[input.vertex_index];
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let position = vec2f(texture.x, 1.0 - texture.y);
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let glyphIndex = u32(layoutBuffer[input.instance_index].position.w);
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let viewPosition = position * glyphBuffer[glyphIndex].size + layoutBuffer[input.instance_index].position.xy;
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let screenPosition = viewPosition * vec2f(1 / view.aspect, 1) * config.scale + vec2f(config.translateX, config.translateY);
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var output: VertexOutput;
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output.position = vec4f(screenPosition, 0.0, 1.0);
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output.texture = texture;
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output.glyphIndex = glyphIndex;
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output.foo = vec4f(layoutBuffer[glyphIndex].position.xy, 0, 0);
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return output;
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}
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@fragment
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fn fragmentMain(input: VertexOutput) -> @location(0) vec4f
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{
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var color = vec3f(input.texture.xy, 0);
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let p = glyphBuffer[input.glyphIndex].texPosition;
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let s = glyphBuffer[input.glyphIndex].texSize;
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let base = textureSample(fontTexture, linearSampler, input.texture * s + p);
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let t = f32(base.x > 0.5);
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if (base.x < 0.5) {
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discard;
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}
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return vec4f(t, t, t, 1);
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}
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