Some checks failed
Check & deploy / build (pull_request) Failing after 1m16s
158 lines
4.9 KiB
WebGPU Shading Language
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));
|
|
}
|