Add differentiated rendering

This commit is contained in:
Andras Schmelczer 2023-04-29 21:38:57 +01:00
commit 1578c8796a
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GPG key ID: FC8F2C3D3D1A718C
7 changed files with 59 additions and 23 deletions

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@ -2,6 +2,9 @@ struct Settings {
size: vec2<f32>,
deltaTime: f32,
time: f32,
brushColor: vec3<f32>,
speciesColorA: vec3<f32>,
speciesColorB: vec3<f32>,
};
@group(0) @binding(0) var<uniform> settings: Settings;
@ -10,6 +13,15 @@ struct Settings {
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return vec4(textureSample(TargetTexture, mySampler, uv).rgb, 1.0);
return vec4(0, settings.deltaTime * 0.0, 0.0, 1.0);
let traces = textureSample(TargetTexture, mySampler, uv);
let speciesAStrength = traces.r;
let speciesBStrength = traces.g;
let brushStrength = traces.a;
return vec4(
settings.speciesColorA * speciesAStrength +
settings.speciesColorB * speciesBStrength +
settings.brushColor * brushStrength,
1
);
}