Files
marathon/crates/libmarathon/assets/shaders/egui.wgsl
2025-12-14 20:25:55 +00:00

82 lines
3.1 KiB
WebGPU Shading Language

struct Transform {
scale: vec2<f32>,
translation: vec2<f32>,
}
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
}
@group(0) @binding(0) var<uniform> transform: Transform;
#ifdef BINDLESS
@group(1) @binding(0) var image_texture: binding_array<texture_2d<f32>>;
@group(1) @binding(1) var image_sampler: binding_array<sampler>;
// Fix for DX12 backend in wgpu which appears to only support struct push constants
// wgpu::backend::wgpu_core: Shader translation error for stage ShaderStages(FRAGMENT): HLSL: Unimplemented("push-constant 'offset' has non-struct type; tracked by: https://github.com/gfx-rs/wgpu/issues/5683")
struct BindlessOffset {
offset: u32,
};
var<push_constant> offset: BindlessOffset;
#else //BINDLESS
@group(1) @binding(0) var image_texture: texture_2d<f32>;
@group(1) @binding(1) var image_sampler: sampler;
#endif // BINDLESS
// 0-1 linear from 0-1 sRGB gamma.
fn linear_from_gamma_rgb(srgb: vec3<f32>) -> vec3<f32> {
let cutoff = srgb < vec3<f32>(0.04045);
let lower = srgb / vec3<f32>(12.92);
let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4));
return select(higher, lower, cutoff);
}
// 0-1 sRGB gamma from 0-1 linear.
fn gamma_from_linear_rgb(rgb: vec3<f32>) -> vec3<f32> {
let cutoff = rgb < vec3<f32>(0.0031308);
let lower = rgb * vec3<f32>(12.92);
let higher = vec3<f32>(1.055) * pow(rgb, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055);
return select(higher, lower, cutoff);
}
// 0-1 sRGBA gamma from 0-1 linear.
fn gamma_from_linear_rgba(linear_rgba: vec4<f32>) -> vec4<f32> {
return vec4<f32>(gamma_from_linear_rgb(linear_rgba.rgb), linear_rgba.a);
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
let position = in.position * transform.scale + transform.translation;
// Not sure why Egui does vertex color interpolation in sRGB but here we do it the same way as well.
return VertexOutput(vec4<f32>(position, 0.0, 1.0), in.color, in.uv);
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
#ifdef BINDLESS
let image_texture = image_texture[offset.offset];
let image_sampler = image_sampler[offset.offset];
#endif
let texture_color_linear = textureSample(image_texture, image_sampler, in.uv);
// We un-premultiply Egui-managed textures on CPU, because Bevy doesn't premultiply it's own images, so here we pre-multiply everything.
let texture_color_linear_premultiplied = vec4<f32>(texture_color_linear.rgb * texture_color_linear.a, texture_color_linear.a);
let texture_color_gamma_premultiplied = gamma_from_linear_rgba(texture_color_linear_premultiplied);
// Quoting the Egui's glsl shader:
// "We multiply the colors in gamma space, because that's the only way to get text to look right."
let color_gamma = texture_color_gamma_premultiplied * in.color;
return vec4<f32>(linear_from_gamma_rgb(color_gamma.rgb), color_gamma.a);
}