Improve drawing with segments
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fea5ecfcee
commit
9f01a9e236
10 changed files with 89 additions and 200 deletions
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@ -1,8 +1,14 @@
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struct Settings {
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size : vec2<f32>,
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swipePrevious : vec2<f32>,
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swipeCurrent : vec2<f32>,
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diffusionRate : f32,
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decayRate : f32,
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deltaTime : f32,
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time : f32,
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swipeRadius : f32,
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swipeBlur : f32,
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isSwipeActive : f32
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};
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@group(0) @binding(0) var<uniform> settings : Settings;
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@ -11,18 +17,30 @@ struct Settings {
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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let current = textureSample(trailMap, Sampler, uv).rgb;
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let neighbours: vec3<f32> = (
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textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size).rgb
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size).rgb
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size).rgb
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size).rgb
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var current = textureSample(trailMap, Sampler, uv);
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let neighbours: vec4<f32> = (
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textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
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);
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return vec4(mix(
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if (settings.isSwipeActive == 1.0) {
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let pa = (uv - settings.swipePrevious) * normalize(settings.size);
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let direction = (settings.swipeCurrent - settings.swipePrevious) * normalize(settings.size);
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let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
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let distance = length(pa - direction * q) - settings.swipeRadius;
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if(distance < 0) {
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let opacity = -distance / settings.swipeBlur;
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return clamp(vec4(1), current, vec4(1));
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}
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}
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return mix(
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current,
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neighbours / 4.0,
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settings.diffusionRate
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) * (1.0 - settings.decayRate), 1.0);
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) * (1.0 - settings.decayRate);
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}
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@ -1,13 +1,19 @@
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import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
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import shader from './diffuse.wgsl';
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import { vec2 } from 'gl-matrix';
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export class DiffusionPipeline {
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private static readonly UNIFORM_COUNT = 6;
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private static readonly UNIFORM_COUNT = 14;
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly quadVertexBuffer: GPUBuffer;
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private swipes: Array<vec2> = [
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vec2.fromValues(Number.NaN, Number.NaN),
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vec2.fromValues(Number.NaN, Number.NaN),
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];
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTexture;
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@ -46,17 +52,42 @@ export class DiffusionPipeline {
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diffusionRate,
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decayRate,
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deltaTime,
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time,
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swipe,
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swipeRadius,
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swipeBlur,
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isSwipeActive,
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}: {
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width: number;
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height: number;
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swipe: vec2;
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diffusionRate: number;
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decayRate: number;
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deltaTime: number;
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time: number;
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swipeRadius: number;
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swipeBlur: number;
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isSwipeActive: boolean;
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}) {
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if (swipe) {
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this.swipes = [...this.swipes.slice(-1), swipe];
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}
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([width, height, diffusionRate, decayRate, deltaTime])
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new Float32Array([
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width,
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height,
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...this.swipes.flatMap((s) => [s[0], s[1]]),
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diffusionRate,
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decayRate,
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deltaTime,
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time,
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swipeRadius,
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swipeBlur,
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isSwipeActive ? 1.0 : 0.0,
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])
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);
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}
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@ -4,5 +4,5 @@
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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return textureSample(TargetTexture, mySampler, uv) * 10.0;
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return vec4(textureSample(TargetTexture, mySampler, uv).rgb * 1.0, 1);
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}
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@ -1,126 +0,0 @@
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import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
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import shader from './swipe.wgsl';
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import { vec2 } from 'gl-matrix';
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export class SwipePipeline {
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private static readonly UNIFORM_COUNT = 8;
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly quadVertexBuffer: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTexture;
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public constructor(private readonly device: GPUDevice) {
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const { buffer, vertex } = setUpFullScreenQuad(device);
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this.quadVertexBuffer = buffer;
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this.pipeline = device.createRenderPipeline({
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layout: 'auto',
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vertex,
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fragment: {
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module: device.createShaderModule({
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code: shader,
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}),
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entryPoint: 'fragment',
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targets: [
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{
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format: 'rgba16float',
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},
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],
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},
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primitive: {
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topology: 'triangle-strip',
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},
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});
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this.uniforms = this.device.createBuffer({
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size: SwipePipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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}
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public setParameters({
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width,
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height,
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isSwipeActive,
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swipe,
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swipeRadius,
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}: {
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width: number;
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height: number;
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isSwipeActive: boolean;
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swipe: vec2;
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swipeRadius: number;
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}) {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([
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width,
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height,
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swipe ? swipe[0] : 0,
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swipe ? swipe[1] : 0,
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swipeRadius,
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isSwipeActive ? 1 : 0,
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])
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);
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}
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTexture,
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trailMapOut: GPUTexture
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) {
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this.ensureBindGroupExists(trailMapIn);
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const renderPassDescriptor: GPURenderPassDescriptor = {
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colorAttachments: [
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{
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view: trailMapOut.createView(),
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clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
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loadOp: 'clear',
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storeOp: 'store',
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},
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],
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};
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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passEncoder.setPipeline(this.pipeline);
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passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
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passEncoder.setBindGroup(0, this.bindGroup);
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passEncoder.draw(4, 1);
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passEncoder.end();
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}
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private ensureBindGroupExists(trailMapIn: GPUTexture) {
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if (this.previousTrailMapIn !== trailMapIn) {
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this.bindGroup = this.device.createBindGroup({
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layout: this.pipeline.getBindGroupLayout(0),
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entries: [
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{
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binding: 0,
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resource: {
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buffer: this.uniforms,
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},
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},
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{
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binding: 1,
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resource: this.device.createSampler({
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magFilter: 'linear',
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minFilter: 'linear',
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}),
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},
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{
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binding: 2,
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resource: trailMapIn.createView(),
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},
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],
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});
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this.previousTrailMapIn = trailMapIn;
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}
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}
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}
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@ -1,24 +0,0 @@
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struct Settings {
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size : vec2<f32>,
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swipe : vec2<f32>,
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swipeRadius : f32,
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isSwipeActive : f32,
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};
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@group(0) @binding(0) var<uniform> settings : Settings;
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@group(0) @binding(1) var Sampler: sampler;
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@group(0) @binding(2) var trailMap : texture_2d<f32>;
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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var current = textureSample(trailMap, Sampler, uv);
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if (
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settings.isSwipeActive == 1.0 &&
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length((uv - settings.swipe) * normalize(settings.size)) < settings.swipeRadius
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) {
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current = vec4<f32>(1);
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}
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return current;
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}
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