fleeting-garden/src/pipelines/render/render.wgsl
Andras Schmelczer c40c5d97db
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Check & deploy / build (pull_request) Failing after 1m16s
Final clean up
2026-05-24 10:52:20 +01:00

158 lines
4.9 KiB
WebGPU Shading Language

struct Settings {
colorA: vec3<f32>,
_colorAPadding: f32,
colorB: vec3<f32>,
_colorBPadding: f32,
colorC: vec3<f32>,
_colorCPadding: f32,
backgroundColor: vec3<f32>,
clarity: f32,
traceNormalizationFloor: f32,
brushColorBase: f32,
brushColorStrengthMultiplier: f32,
};
const COMMON_CHANNEL_REDUCTION: f32 = 0.75;
const OVERLAP_SATURATION_BOOST: f32 = 1.35;
const LOW_SATURATION_RESCUE_AMOUNT: f32 = 0.65;
const LOW_SATURATION_RESCUE_MIN: f32 = 0.08;
const LOW_SATURATION_RESCUE_MAX: f32 = 0.22;
const COLOR_WEIGHT_EPSILON: f32 = 0.0001;
const LUMA_WEIGHTS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
@group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(2) var trailMap: texture_2d<f32>;
@group(0) @binding(3) var sourceMap: texture_2d<f32>;
@fragment
fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(position.xy);
let traces = textureLoad(trailMap, pixel, 0);
let sources = textureLoad(sourceMap, pixel, 0);
return renderColor(traces, sources, getFlatBackground());
}
@fragment
fn fragmentNoSource(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(position.xy);
let traces = textureLoad(trailMap, pixel, 0);
return renderColor(traces, vec4<f32>(0.0), getFlatBackground());
}
fn renderColor(traces: vec4<f32>, sources: vec4<f32>, background: vec3<f32>) -> vec4<f32> {
let traceStrengths = clarity(traces.rgb);
let sourceStrengths = clarity(sources.rgb);
let traceStrength = maxComponent(traceStrengths);
let brushStrength = maxComponent(sourceStrengths);
if max(traceStrength, brushStrength) <= 0.0 {
return vec4(background, 1);
}
if brushStrength <= 0.0 {
let traceColor = colorFromChannelStrengths(traceStrengths);
return vec4(mix(background, clamp(traceColor, vec3(0), vec3(1)), traceStrength), 1);
}
let strengths = max(traceStrengths, sourceStrengths);
let traceColor = colorFromChannelStrengths(strengths);
let brushColor = colorFromChannelStrengths(sourceStrengths);
let brushVisibility = clamp(
brushStrength * (
settings.brushColorBase +
brushStrength * settings.brushColorStrengthMultiplier
),
0,
1
);
let color = mix(traceColor, brushColor, brushVisibility);
let strength = max(maxComponent(strengths), brushVisibility);
return vec4(mix(background, clamp(color, vec3(0), vec3(1)), strength), 1);
}
fn maxComponent(v: vec3<f32>) -> f32 {
return max(max(v.r, v.g), v.b);
}
fn minComponent(v: vec3<f32>) -> f32 {
return min(min(v.r, v.g), v.b);
}
fn componentSum(v: vec3<f32>) -> f32 {
return v.r + v.g + v.b;
}
fn clarity(strength: vec3<f32>) -> vec3<f32> {
return pow(clamp(strength, vec3(0), vec3(1)), vec3(settings.clarity));
}
fn colorFromChannelStrengths(strengths: vec3<f32>) -> vec3<f32> {
if maxComponent(strengths) <= 0.0 {
return vec3<f32>(0.0);
}
let weights = colorWeights(strengths);
let color =
weights.r * settings.colorA
+ weights.g * settings.colorB
+ weights.b * settings.colorC;
return preserveOverlapVibrancy(normalizeColorIntensity(color), strengths);
}
fn colorWeights(strengths: vec3<f32>) -> vec3<f32> {
let commonStrength = minComponent(strengths);
var weightBase = max(
strengths - vec3<f32>(commonStrength * COMMON_CHANNEL_REDUCTION),
vec3<f32>(0.0)
);
if componentSum(weightBase) <= COLOR_WEIGHT_EPSILON {
weightBase = strengths;
}
let sharpenedWeights = weightBase * weightBase;
return sharpenedWeights / max(COLOR_WEIGHT_EPSILON, componentSum(sharpenedWeights));
}
fn preserveOverlapVibrancy(color: vec3<f32>, strengths: vec3<f32>) -> vec3<f32> {
let strongest = maxComponent(strengths);
let overlapAmount = clamp(
(componentSum(strengths) - strongest) / max(COLOR_WEIGHT_EPSILON, strongest),
0.0,
1.0
);
let luminance = dot(color, LUMA_WEIGHTS);
var vibrantColor = clamp(
vec3<f32>(luminance) +
(color - vec3<f32>(luminance)) *
mix(1.0, OVERLAP_SATURATION_BOOST, overlapAmount),
vec3<f32>(0.0),
vec3<f32>(1.0)
);
let saturation = maxComponent(vibrantColor) - minComponent(vibrantColor);
let rescueAmount =
overlapAmount *
(1.0 - smoothstep(LOW_SATURATION_RESCUE_MIN, LOW_SATURATION_RESCUE_MAX, saturation)) *
LOW_SATURATION_RESCUE_AMOUNT;
return mix(vibrantColor, dominantColor(strengths), rescueAmount);
}
fn dominantColor(strengths: vec3<f32>) -> vec3<f32> {
if strengths.r >= strengths.g && strengths.r >= strengths.b {
return normalizeColorIntensity(settings.colorA);
}
if strengths.g >= strengths.b {
return normalizeColorIntensity(settings.colorB);
}
return normalizeColorIntensity(settings.colorC);
}
fn normalizeColorIntensity(color: vec3<f32>) -> vec3<f32> {
let brightestChannel = maxComponent(color);
return color / max(settings.traceNormalizationFloor, brightestChannel);
}
fn getFlatBackground() -> vec3<f32> {
return clamp(settings.backgroundColor, vec3(0), vec3(1));
}