// Vertex shader bindings struct VertexOutput { @location(0) tex_coord: vec2, @location(1) color: vec4, // gamma 0-1 @builtin(position) position: vec4, }; struct Locals { screen_size: vec2, // Uniform buffers need to be at least 16 bytes in WebGL. // See https://github.com/gfx-rs/wgpu/issues/2072 _padding: vec2, }; @group(0) @binding(0) var r_locals: Locals; // 0-1 linear from 0-1 sRGB gamma fn linear_from_gamma_rgb(srgb: vec3) -> vec3 { let cutoff = srgb < vec3(0.04045); let lower = srgb / vec3(12.92); let higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4)); return select(higher, lower, cutoff); } // 0-1 sRGB gamma from 0-1 linear fn gamma_from_linear_rgb(rgb: vec3) -> vec3 { let cutoff = rgb < vec3(0.0031308); let lower = rgb * vec3(12.92); let higher = vec3(1.055) * pow(rgb, vec3(1.0 / 2.4)) - vec3(0.055); return select(higher, lower, cutoff); } // 0-1 sRGBA gamma from 0-1 linear fn gamma_from_linear_rgba(linear_rgba: vec4) -> vec4 { return vec4(gamma_from_linear_rgb(linear_rgba.rgb), linear_rgba.a); } // [u8; 4] SRGB as u32 -> [r, g, b, a] in 0.-1 fn unpack_color(color: u32) -> vec4 { return vec4( f32(color & 255u), f32((color >> 8u) & 255u), f32((color >> 16u) & 255u), f32((color >> 24u) & 255u), ) / 255.0; } fn position_from_screen(screen_pos: vec2) -> vec4 { return vec4( 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, ); } @vertex fn vs_main( @location(0) a_pos: vec2, @location(1) a_tex_coord: vec2, @location(2) a_color: u32, ) -> VertexOutput { var out: VertexOutput; out.tex_coord = a_tex_coord; out.color = unpack_color(a_color); out.position = position_from_screen(a_pos); return out; } // Fragment shader bindings @group(1) @binding(0) var r_tex_color: texture_2d; @group(1) @binding(1) var r_tex_sampler: sampler; @fragment fn fs_main_linear_framebuffer(in: VertexOutput) -> @location(0) vec4 { // We always have an sRGB aware texture at the moment. let tex_linear = textureSample(r_tex_color, r_tex_sampler, in.tex_coord); let tex_gamma = gamma_from_linear_rgba(tex_linear); let out_color_gamma = in.color * tex_gamma; return vec4(linear_from_gamma_rgb(out_color_gamma.rgb), out_color_gamma.a); } @fragment fn fs_main_gamma_framebuffer(in: VertexOutput) -> @location(0) vec4 { // We always have an sRGB aware texture at the moment. let tex_linear = textureSample(r_tex_color, r_tex_sampler, in.tex_coord); let tex_gamma = gamma_from_linear_rgba(tex_linear); let out_color_gamma = in.color * tex_gamma; return out_color_gamma; }