135 lines
4.2 KiB
WebGPU Shading Language
135 lines
4.2 KiB
WebGPU Shading Language
struct Settings {
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colorA: vec3<f32>,
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_colorAPadding: f32,
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colorB: vec3<f32>,
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_colorBPadding: f32,
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colorC: vec3<f32>,
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_colorCPadding: f32,
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backgroundColor: vec3<f32>,
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clarity: f32,
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traceNormalizationFloor: f32,
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brushColorBase: f32,
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brushColorStrengthMultiplier: f32,
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backgroundGrainStrength: f32,
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(2) var trailMap: texture_2d<f32>;
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@group(1) @binding(3) var sourceMap: texture_2d<f32>;
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const NOISE_TEXTURE_MASK = 2047u;
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@fragment
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fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let pixel = vec2<i32>(position.xy);
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let traces = textureLoad(trailMap, pixel, 0);
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let sources = textureLoad(sourceMap, pixel, 0);
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return renderColor(traces, sources, getTexturedBackground(pixel));
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}
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@fragment
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fn fragmentNoSource(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let pixel = vec2<i32>(position.xy);
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let traces = textureLoad(trailMap, pixel, 0);
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return renderColor(traces, vec4<f32>(0.0), getTexturedBackground(pixel));
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}
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@fragment
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fn fragmentNoGrain(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let pixel = vec2<i32>(position.xy);
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let traces = textureLoad(trailMap, pixel, 0);
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let sources = textureLoad(sourceMap, pixel, 0);
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return renderColor(traces, sources, getFlatBackground());
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}
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@fragment
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fn fragmentNoSourceNoGrain(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let pixel = vec2<i32>(position.xy);
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let traces = textureLoad(trailMap, pixel, 0);
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return renderColor(traces, vec4<f32>(0.0), getFlatBackground());
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}
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fn renderColor(traces: vec4<f32>, sources: vec4<f32>, background: vec3<f32>) -> vec4<f32> {
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let tracesMax = maxComponent(traces.rgb);
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let sourcesMax = maxComponent(sources.rgb);
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if max(tracesMax, sourcesMax) <= 0.0 {
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return vec4(background, 1);
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}
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let traceStrengths = vec3(
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clarity(traces.r),
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clarity(traces.g),
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clarity(traces.b)
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);
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if sourcesMax <= 0.0 {
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let traceColor =
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traceStrengths.r * settings.colorA
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+ traceStrengths.g * settings.colorB
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+ traceStrengths.b * settings.colorC;
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let normalizedTraceColor = normalizeColorIntensity(traceColor);
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let traceStrength = maxComponent(traceStrengths);
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return vec4(mix(background, clamp(normalizedTraceColor, vec3(0), vec3(1)), traceStrength), 1);
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}
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let sourceStrengths = vec3(
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clarity(sources.r),
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clarity(sources.g),
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clarity(sources.b)
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);
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let strengths = max(traceStrengths, sourceStrengths);
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let traceColor =
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strengths.r * settings.colorA
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+ strengths.g * settings.colorB
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+ strengths.b * settings.colorC;
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let normalizedTraceColor = normalizeColorIntensity(traceColor);
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let brushColor =
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sourceStrengths.r * settings.colorA
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+ sourceStrengths.g * settings.colorB
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+ sourceStrengths.b * settings.colorC;
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let normalizedBrushColor = normalizeColorIntensity(brushColor);
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let brushStrength = maxComponent(sourceStrengths);
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let brushVisibility = clamp(
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brushStrength * (
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settings.brushColorBase +
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brushStrength * settings.brushColorStrengthMultiplier
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),
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0,
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1
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);
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let color = max(normalizedTraceColor, normalizedBrushColor);
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let strength = max(maxComponent(strengths), brushVisibility);
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return vec4(mix(background, clamp(color, vec3(0), vec3(1)), strength), 1);
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}
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fn maxComponent(v: vec3<f32>) -> f32 {
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return max(max(v.r, v.g), v.b);
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}
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fn clarity(strength: f32) -> f32 {
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let clamped = clamp(strength, 0, 1);
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if settings.clarity == 1.0 {
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return clamped;
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}
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return pow(clamped, settings.clarity);
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}
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fn normalizeColorIntensity(color: vec3<f32>) -> vec3<f32> {
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let brightestChannel = maxComponent(color);
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return color / max(settings.traceNormalizationFloor, brightestChannel);
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}
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fn getFlatBackground() -> vec3<f32> {
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return clamp(settings.backgroundColor, vec3(0), vec3(1));
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}
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fn getTexturedBackground(pixel: vec2<i32>) -> vec3<f32> {
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let noiseCoord = vec2<i32>(vec2<u32>(pixel) & vec2<u32>(NOISE_TEXTURE_MASK));
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let grain = textureLoad(noise, noiseCoord, 0).r - 0.5;
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return clamp(
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settings.backgroundColor + vec3(grain * settings.backgroundGrainStrength),
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vec3(0),
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vec3(1)
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);
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}
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