73 lines
2.8 KiB
WebGPU Shading Language
Executable file
73 lines
2.8 KiB
WebGPU Shading Language
Executable file
struct FragUniform {
|
|
type_: u32,
|
|
padding: vec3<f32>,
|
|
blend_color: vec4<f32>,
|
|
}
|
|
@binding(1) @group(0) var<storage> ubos: array<FragUniform>;
|
|
@binding(2) @group(0) var mySampler: sampler;
|
|
@binding(3) @group(0) var myTexture: texture_2d<f32>;
|
|
|
|
@fragment fn main(
|
|
@location(0) uv: vec2<f32>,
|
|
@interpolate(linear) @location(1) bary: vec2<f32>,
|
|
@interpolate(flat) @location(2) triangle_index: u32,
|
|
) -> @location(0) vec4<f32> {
|
|
// Example 1: Visualize barycentric coordinates:
|
|
// return vec4<f32>(bary.x, bary.y, 0.0, 1.0);
|
|
// return vec4<f32>(0.0, bary.x, 0.0, 1.0); // [1.0 (bottom-left vertex), 0.0 (bottom-right vertex)]
|
|
// return vec4<f32>(0.0, bary.y, 0.0, 1.0); // [1.0 (bottom-left vertex), 1.0 (top-right face)]
|
|
|
|
// Example 2: Render gkurve primitives
|
|
// Concave (inverted quadratic bezier curve)
|
|
// inversion = -1.0;
|
|
// Convex (inverted quadratic bezier curve)
|
|
// inversion = 1.0;
|
|
let inversion = select( 1.0, -1.0, ubos[triangle_index].type_ == 1u);
|
|
// Texture uvs
|
|
// (These two could be cut with vec2(0.0,1.0) + uv * vec2(1.0,-1.0))
|
|
var correct_uv = uv;
|
|
correct_uv.y = 1.0 - correct_uv.y;
|
|
var color = textureSample(myTexture, mySampler, correct_uv) * ubos[triangle_index].blend_color;
|
|
|
|
// Gradients
|
|
let px = dpdx(bary.xy);
|
|
let py = dpdy(bary.xy);
|
|
|
|
// Chain rule
|
|
let fx = (2.0 * bary.x) * px.x - px.y;
|
|
let fy = (2.0 * bary.x) * py.x - py.y;
|
|
|
|
// Signed distance
|
|
var dist = (bary.x * bary.x - bary.y) / sqrt(fx * fx + fy * fy);
|
|
|
|
dist *= inversion;
|
|
dist /= 300.0;
|
|
|
|
// Border rendering.
|
|
let border_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
|
let border_width = 3.0;
|
|
let border_smoothing = 1.0;
|
|
// if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
|
|
// if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
|
|
|
|
// // Wireframe rendering.
|
|
// let right_face_dist = bary.y;
|
|
// let bottom_face_dist = bary.x-bary.y;
|
|
// let left_face_dist = 1.0 - ((bottom_face_dist*2.0) + bary.y);
|
|
// let normal_bary = vec3<f32>(right_face_dist, bottom_face_dist, left_face_dist);
|
|
|
|
// let fwd = fwidth(normal_bary);
|
|
// let w = smoothstep(border_width * fwd, (border_width + border_smoothing) * fwd, normal_bary);
|
|
// let width = 1.0 - min(min(w.x, w.y), w.z);
|
|
// let epsilon = 0.001;
|
|
// if (right_face_dist >= -epsilon && right_face_dist <= width
|
|
// || left_face_dist >= -epsilon && left_face_dist <= width
|
|
// || bottom_face_dist >= -epsilon && bottom_face_dist <= width) {
|
|
// color = mix(color, border_color, width);
|
|
// if (dist < 0.0 && ubos[triangle_index].type_ != 2u) {
|
|
// return vec4<f32>(border_color.rgb, width);
|
|
// }
|
|
// }
|
|
|
|
return color * f32(dist >= 0.0 || ubos[triangle_index].type_ == 2u);
|
|
}
|