egui/egui-wgpu/src/egui.wgsl

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WebGPU Shading Language
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// Vertex shader bindings
struct VertexOutput {
[[location(0)]] tex_coord: vec2<f32>;
[[location(1)]] color: vec4<f32>;
[[builtin(position)]] position: vec4<f32>;
};
struct Locals {
screen_size: vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> r_locals: Locals;
// 0-1 from 0-255
fn linear_from_srgb(srgb: vec3<f32>) -> vec3<f32> {
let cutoff = srgb < vec3<f32>(10.31475);
let lower = srgb / vec3<f32>(3294.6);
let higher = pow((srgb + vec3<f32>(14.025)) / vec3<f32>(269.025), vec3<f32>(2.4));
return select(higher, lower, cutoff);
}
// [u8; 4] SRGB as u32 -> [r, g, b, a]
fn unpack_color(color: u32) -> vec4<f32> {
return vec4<f32>(
f32(color & 255u),
f32((color >> 8u) & 255u),
f32((color >> 16u) & 255u),
f32((color >> 24u) & 255u),
);
}
fn position_from_screen(screen_pos: vec2<f32>) -> vec4<f32> {
return vec4<f32>(
2.0 * screen_pos.x / r_locals.screen_size.x - 1.0,
1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y,
0.0,
1.0,
);
}
[[stage(vertex)]]
fn vs_main(
[[location(0)]] a_pos: vec2<f32>,
[[location(1)]] a_tex_coord: vec2<f32>,
[[location(2)]] a_color: u32,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = a_tex_coord;
let color = unpack_color(a_color);
out.color = vec4<f32>(linear_from_srgb(color.rgb), color.a / 255.0);
out.position = position_from_screen(a_pos);
return out;
}
[[stage(vertex)]]
fn vs_conv_main(
[[location(0)]] a_pos: vec2<f32>,
[[location(1)]] a_tex_coord: vec2<f32>,
[[location(2)]] a_color: u32,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = a_tex_coord;
let color = unpack_color(a_color);
out.color = vec4<f32>(color.rgba / 255.0);
out.position = position_from_screen(a_pos);
return out;
}
// Fragment shader bindings
[[group(1), binding(0)]] var r_tex_color: texture_2d<f32>;
[[group(1), binding(1)]] var r_tex_sampler: sampler;
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return in.color * textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
}