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