Graphite/desktop/src/render/composite_shader.wgsl

114 lines
3.1 KiB
WebGPU Shading Language

struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let pos = array(
vec2f( -1.0, -1.0),
vec2f( 3.0, -1.0),
vec2f( -1.0, 3.0),
);
let xy = pos[vertex_index];
out.clip_position = vec4f(xy , 0.0, 1.0);
let coords = (xy / 2. + 0.5);
out.tex_coords = vec2f(coords.x, 1. - coords.y);
return out;
}
struct Constants {
viewport_scale: vec2<f32>,
viewport_offset: vec2<f32>,
ui_scale: vec2<f32>,
background_color: vec4<f32>,
};
var<push_constant> constants: Constants;
@group(0) @binding(0)
var t_viewport: texture_2d<f32>;
@group(0) @binding(1)
var t_overlays: texture_2d<f32>;
@group(0) @binding(2)
var t_ui: texture_2d<f32>;
@group(0) @binding(3)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let ui_coordinate = in.tex_coords * constants.ui_scale;
if (ui_coordinate.x < 0.0 || ui_coordinate.x > 1.0 ||
ui_coordinate.y < 0.0 || ui_coordinate.y > 1.0) {
return srgb_to_linear(constants.background_color);
}
let ui_linear = srgb_to_linear(textureSample(t_ui, s_diffuse, ui_coordinate));
if (ui_linear.a >= 0.999) {
return ui_linear;
}
// UI texture is premultiplied, we need to unpremultiply before blending
let ui_srgb = linear_to_srgb(unpremultiply(ui_linear));
let viewport_coordinate = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
if (viewport_coordinate.x < 0.0 || viewport_coordinate.x > 1.0 ||
viewport_coordinate.y < 0.0 || viewport_coordinate.y > 1.0) {
return srgb_to_linear(constants.background_color);
}
let overlay_srgb = textureSample(t_overlays, s_diffuse, viewport_coordinate);
var viewport_srgb = textureSample(t_viewport, s_diffuse, viewport_coordinate);
if (viewport_srgb.a < 0.001) {
viewport_srgb = constants.background_color;
}
if (overlay_srgb.a < 0.001) {
if (ui_srgb.a < 0.001) {
return srgb_to_linear(viewport_srgb);
} else {
return srgb_to_linear(blend(ui_srgb, viewport_srgb));
}
}
let composite_linear = blend(srgb_to_linear(overlay_srgb), srgb_to_linear(viewport_srgb));
if (ui_srgb.a < 0.001) {
return composite_linear;
}
return srgb_to_linear(blend(ui_srgb, linear_to_srgb(composite_linear)));
}
fn blend(fg: vec4<f32>, bg: vec4<f32>) -> vec4<f32> {
let a = fg.a + bg.a * (1.0 - fg.a);
let rgb = fg.rgb * fg.a + bg.rgb * bg.a * (1.0 - fg.a);
return vec4<f32>(rgb, a);
}
fn linear_to_srgb(in: vec4<f32>) -> vec4<f32> {
let cutoff = vec3<f32>(0.0031308);
let lo = in.rgb * 12.92;
let hi = 1.055 * pow(max(in.rgb, vec3<f32>(0.0)), vec3<f32>(1.0/2.4)) - 0.055;
return vec4<f32>(select(lo, hi, in.rgb > cutoff), in.a);
}
fn srgb_to_linear(in: vec4<f32>) -> vec4<f32> {
let cutoff = vec3<f32>(0.04045);
let lo = in.rgb / 12.92;
let hi = pow((in.rgb + 0.055) / 1.055, vec3<f32>(2.4));
return vec4<f32>(select(lo, hi, in.rgb > cutoff), in.a);
}
fn unpremultiply(in: vec4<f32>) -> vec4<f32> {
if (in.a > 0.0) {
return vec4<f32>((in.rgb / in.a), in.a);
} else {
return vec4<f32>(0.0);
}
}