fleeting-garden/src/pipelines/diffusion/diffuse.wgsl

46 lines
1.4 KiB
WebGPU Shading Language

struct Settings {
size : vec2<f32>,
swipePrevious : vec2<f32>,
swipeCurrent : vec2<f32>,
diffusionRate : f32,
decayRate : f32,
deltaTime : f32,
time : f32,
swipeRadius : f32,
swipeBlur : f32,
isSwipeActive : f32
};
@group(0) @binding(0) var<uniform> settings : Settings;
@group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var trailMap : texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
var current = textureSample(trailMap, Sampler, uv);
let neighbours: vec4<f32> = (
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
);
if (settings.isSwipeActive == 1.0) {
let pa = (uv - settings.swipePrevious) * normalize(settings.size);
let direction = (settings.swipeCurrent - settings.swipePrevious) * normalize(settings.size);
let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
let distance = length(pa - direction * q) - settings.swipeRadius;
if(distance < 0) {
let opacity = -distance / settings.swipeBlur;
return clamp(vec4(1), current, vec4(1));
}
}
return mix(
current,
neighbours / 4.0,
settings.diffusionRate
) * (1.0 - settings.decayRate);
}