fleeting-garden/src/pipelines/render/render.wgsl
2026-05-20 21:03:41 +01:00

116 lines
3.6 KiB
WebGPU Shading Language

struct Settings {
colorA: vec3<f32>,
backgroundColorPadding0: f32,
colorB: vec3<f32>,
backgroundColorPadding1: f32,
colorC: vec3<f32>,
backgroundColorPadding2: f32,
backgroundColor: vec3<f32>,
clarity: f32,
traceNormalizationFloor: f32,
brushColorBase: f32,
brushColorStrengthMultiplier: f32,
backgroundGrainStrength: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(2) var trailMap: texture_2d<f32>;
@group(1) @binding(3) var sourceMap: texture_2d<f32>;
const NOISE_TEXTURE_MASK = 2047u;
@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, pixel);
}
@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), pixel);
}
fn renderColor(traces: vec4<f32>, sources: vec4<f32>, pixel: vec2<i32>) -> vec4<f32> {
let background = getTexturedBackground(pixel);
let tracesMax = maxComponent(traces.rgb);
let sourcesMax = maxComponent(sources.rgb);
if max(tracesMax, sourcesMax) <= 0.0 {
return vec4(background, 1);
}
let traceStrengths = vec3(
clarity(traces.r),
clarity(traces.g),
clarity(traces.b)
);
if sourcesMax <= 0.0 {
let traceColor =
traceStrengths.r * settings.colorA
+ traceStrengths.g * settings.colorB
+ traceStrengths.b * settings.colorC;
let normalizedTraceColor = normalizeColorIntensity(traceColor);
let traceStrength = maxComponent(traceStrengths);
return vec4(mix(background, clamp(normalizedTraceColor, vec3(0), vec3(1)), traceStrength), 1);
}
let sourceStrengths = vec3(
clarity(sources.r),
clarity(sources.g),
clarity(sources.b)
);
let strengths = max(traceStrengths, sourceStrengths);
let traceColor =
strengths.r * settings.colorA
+ strengths.g * settings.colorB
+ strengths.b * settings.colorC;
let normalizedTraceColor = normalizeColorIntensity(traceColor);
let brushColor =
sourceStrengths.r * settings.colorA
+ sourceStrengths.g * settings.colorB
+ sourceStrengths.b * settings.colorC;
let normalizedBrushColor = normalizeColorIntensity(brushColor);
let brushStrength = maxComponent(sourceStrengths);
let brushVisibility = clamp(
brushStrength * (
settings.brushColorBase +
brushStrength * settings.brushColorStrengthMultiplier
),
0,
1
);
let color = max(normalizedTraceColor, normalizedBrushColor);
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 clarity(strength: f32) -> f32 {
return pow(clamp(strength, 0, 1), settings.clarity);
}
fn normalizeColorIntensity(color: vec3<f32>) -> vec3<f32> {
let brightestChannel = maxComponent(color);
return color / max(settings.traceNormalizationFloor, brightestChannel);
}
fn getTexturedBackground(pixel: vec2<i32>) -> vec3<f32> {
if settings.backgroundGrainStrength == 0.0 {
return clamp(settings.backgroundColor, vec3(0), vec3(1));
}
let noiseCoord = vec2<i32>(vec2<u32>(pixel) & vec2<u32>(NOISE_TEXTURE_MASK));
let grain = textureLoad(noise, noiseCoord, 0).r - 0.5;
return clamp(
settings.backgroundColor + vec3(grain * settings.backgroundGrainStrength),
vec3(0),
vec3(1)
);
}