51 lines
1.6 KiB
WebGPU Shading Language
Executable file
51 lines
1.6 KiB
WebGPU Shading Language
Executable file
struct FragUniform {
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type_: u32,
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padding: vec3<f32>,
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}
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@binding(1) @group(0) var<storage> ubos: array<FragUniform>;
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@stage(fragment) fn main(
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@location(0) uv: vec2<f32>,
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@interpolate(linear) @location(1) bary: vec2<f32>,
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@interpolate(flat) @location(2) triangle_index: u32,
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) -> @location(0) vec4<f32> {
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// Example 1: Visualize barycentric coordinates:
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// return vec4<f32>(bary.x, bary.y, 0.0, 1.0);
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// return vec4<f32>(0.0, bary.x, 0.0, 1.0); // [1.0 (bottom-left vertex), 0.0 (bottom-right vertex)]
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// return vec4<f32>(0.0, bary.y, 0.0, 1.0); // [1.0 (bottom-left vertex), 1.0 (top-right face)]
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// Example 2: Render gkurve primitives
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var inversion = -1.0;
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if(ubos[triangle_index].type_ == 1u) {
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// Solid triangle
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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} else if(ubos[triangle_index].type_ == 2u) {
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// Concave (inverted quadratic bezier curve)
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inversion = -1.0;
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} else {
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// Convex (quadratic bezier curve)
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inversion = 1.0;
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}
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// Gradients
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let px = dpdx(bary.xy);
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let py = dpdy(bary.xy);
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// Chain rule
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let fx = (2.0 * bary.x) * px.x - px.y;
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let fy = (2.0 * bary.x) * py.x - py.y;
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// Signed distance
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var dist = (bary.x * bary.x - bary.y) / sqrt(fx * fx + fy * fy);
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dist *= inversion;
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dist /= 300.0;
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// Border rendering.
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if (dist > 0.0 && dist <= 0.1) { return vec4<f32>(1.0, 0.0, 0.0, 1.0); }
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if (dist > 0.2 && dist <= 0.3) { return vec4<f32>(0.0, 0.0, 1.0, 1.0); }
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// Fill color
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if (dist < 0.0) { discard; }
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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}
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