// Shader to draw the world texture onto the window struct CameraUniform { view_proj: mat4x4<f32>, }; @group(1) @binding(0) // 1. var<uniform> camera: CameraUniform; struct RenderOptions { gamma: f32, _padding: vec3<f32>, }; @group(2) @binding(0) var<uniform> render_options: RenderOptions; struct VertexInput { @location(0) position: vec3<f32>, @location(1) tex_coords: vec2<f32>, @location(2) color: vec4<f32>, } struct VertexOutput { @builtin(position) clip_position: vec4<f32>, @location(0) tex_coords: vec2<f32>, @location(1) color: vec4<f32>, } @vertex fn vs_main(model: VertexInput) -> VertexOutput { var out: VertexOutput; let tc = camera.view_proj * vec4<f32>(model.tex_coords, 0.0, 1.0); out.tex_coords = tc.xy / tc.w; out.clip_position = vec4<f32>(model.position.xyz, 1.0); // out.clip_position = vec4<f32>(model.position.xy, 0.0, 1.0); // out.color = vec4<f32>(out.clip_position); out.color = model.color; // out.color = vec4<f32>(out.tex_coords, 0.0, 1.0); return out; } @group(0) @binding(0) var t_world: texture_2d<f32>; @group(0) @binding(1) var s_world: sampler; fn meets_thresh(color: vec4<f32>) -> bool { // stack overflow magic \sqrt{0.299\cdot r^{2}+0.587\cdot g^{2}+0.114\cdot b^{2}} let brightness = sqrt(dot(color.rgb * color.rgb, vec3<f32>(0.299, 0.587, 0.114))); return brightness > 0.1; } const PI = 3.14159265359; const STD_DEV: f32 = 50.0; fn weight_calc(i: u32) -> f32 { let STD_DEV_P2 = pow(STD_DEV, 2.0); // use the gaussian kernel, until it's too slow otherwise return (1.0 / sqrt(2.0 * PI * STD_DEV_P2)) * exp(-pow(f32(i), 2.0) / (2.0 * STD_DEV_P2)); } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { // let textureDims = vec2<f32>(textureDimensions(t_world)); let t_tex_coords = in.tex_coords; var textureOffset = vec2<f32>(1) / vec2<f32>(textureDimensions(t_world)); var result = in.color * textureSample(t_world, s_world, t_tex_coords); let strength = 3.0; var added: vec4<f32>; // let offset = vec2<f32>(textureOffset.x, textureOffset.y); // Turns out this might be a cool astigmatism shader, gotta remember that let offset_y = vec2<f32>(0.0, textureOffset.y); let offset_x = vec2<f32>(textureOffset.x, 0.0); for(var i: u32 = 0; i < 9; i++) { let new_color_a = textureSample(t_world, s_world, t_tex_coords + offset_x * f32(i)); let new_color_b = textureSample(t_world, s_world, t_tex_coords - offset_x * f32(i)); if (meets_thresh(new_color_a)) { // result += vec4<f32>(new_color_a.rgb * weight[i], 0); added += vec4<f32>(new_color_a.rgb, 1.0 / strength) * weight_calc(i) * strength; } if (meets_thresh(new_color_b)) { // result += vec4<f32>(new_color_b.rgb * weight[i], 0); added += vec4<f32>(new_color_b.rgb, 1.0 / strength) * weight_calc(i) * strength; } let new_color_c = textureSample(t_world, s_world, t_tex_coords + offset_y * f32(i)); let new_color_d = textureSample(t_world, s_world, t_tex_coords - offset_y * f32(i)); if (meets_thresh(new_color_c)) { // result += vec4<f32>(new_color_a.rgb * weight[i], 0); added += vec4<f32>(new_color_c.rgb, 1.0 / strength) * weight_calc(i) * strength; } if (meets_thresh(new_color_d)) { // result += vec4<f32>(new_color_b.rgb * weight[i], 0); added += vec4<f32>(new_color_d.rgb, 1.0 / strength) * weight_calc(i) * strength; } let new_color_e = textureSample(t_world, s_world, t_tex_coords + offset_x * f32(i) + offset_y * f32(i)); let new_color_f = textureSample(t_world, s_world, t_tex_coords + offset_x * f32(i) - offset_y * f32(i)); if (meets_thresh(new_color_e)) { // result += vec4<f32>(new_color_a.rgb * weight[i], 0); added += vec4<f32>(new_color_e.rgb, 1.0 / strength) * weight_calc(i) * strength; } if (meets_thresh(new_color_f)) { // result += vec4<f32>(new_color_b.rgb * weight[i], 0); added += vec4<f32>(new_color_f.rgb, 1.0 / strength) * weight_calc(i) * strength; } let new_color_g = textureSample(t_world, s_world, t_tex_coords + offset_x * f32(i) + offset_y * f32(i)); let new_color_h = textureSample(t_world, s_world, t_tex_coords - offset_x * f32(i) + offset_y * f32(i)); if (meets_thresh(new_color_g)) { // result += vec4<f32>(new_color_a.rgb * weight[i], 0); added += vec4<f32>(new_color_g.rgb, 1.0 / strength) * weight_calc(i) * strength; } if (meets_thresh(new_color_h)) { // result += vec4<f32>(new_color_b.rgb * weight[i], 0); added += vec4<f32>(new_color_h.rgb, 1.0 / strength) * weight_calc(i) * strength; } } // We do it this weird way, cuz the world texture is *not* HDR atm let hdr = result + added; let sdr = hdr::aces_tone_map(hdr.rgb); // Map gamma while, we're at it result = vec4<f32>(pow(sdr, vec3<f32>(render_options.gamma)), hdr.a); // return in.color; // return in.color * textureSample(t_world, s_world, in.tex_coords); return result; // return in.color + textureSample(t_world, s_world, in.tex_coords); }