spectral / spectral-render /src /shaders.rs
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pub const BG_VERTEX: &str = r#"
struct BgInstance {
col: u32, row: u32,
bg_r: u32, bg_g: u32, bg_b: u32, bg_a: u32,
};
@group(0) @binding(0)
var<storage, read> instances: array<BgInstance>;
struct Uniforms {
cell_width: f32, cell_height: f32,
screen_cols: u32, screen_rows: u32,
};
@group(0) @binding(1)
var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn main(@builtin(vertex_index) vertex_idx: u32, @builtin(instance_index) instance_idx: u32) -> VertexOutput {
let cell = instances[instance_idx];
var corners = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 1.0),
);
let corner = corners[vertex_idx];
let x = (f32(cell.col) + corner.x) * uniforms.cell_width;
let y = (f32(cell.row) + corner.y) * uniforms.cell_height;
let screen_w = f32(uniforms.screen_cols) * uniforms.cell_width;
let screen_h = f32(uniforms.screen_rows) * uniforms.cell_height;
let ndc_x = (x / screen_w) * 2.0 - 1.0;
let ndc_y = -((y / screen_h) * 2.0 - 1.0);
var out: VertexOutput;
out.position = vec4<f32>(ndc_x, ndc_y, 0.0, 1.0);
out.color = vec4<f32>(f32(cell.bg_r) / 255.0, f32(cell.bg_g) / 255.0, f32(cell.bg_b) / 255.0, f32(cell.bg_a) / 255.0);
return out;
}
"#;
pub const BG_FRAGMENT: &str = r#"
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@fragment
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}
"#;
pub const TEXT_VERTEX: &str = r#"
struct TextInstance {
col: f32, row: f32,
bearing_x: f32, bearing_y: f32,
glyph_w: f32, glyph_h: f32,
atlas_x: f32, atlas_y: f32,
atlas_w: f32, atlas_h: f32,
fg_r: u32, fg_g: u32, fg_b: u32,
flags: u32, thickening: f32,
};
@group(0) @binding(0)
var<storage, read> instances: array<TextInstance>;
struct Uniforms {
cell_width: f32, cell_height: f32,
atlas_size: f32,
screen_cols: u32, screen_rows: u32,
};
@group(0) @binding(1)
var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) fg_color: vec4<f32>,
@location(2) atlas_uv: vec4<f32>,
@location(3) thickening: f32,
@location(4) flags: u32,
};
@vertex
fn main(@builtin(vertex_index) vertex_idx: u32, @builtin(instance_index) instance_idx: u32) -> VertexOutput {
let cell = instances[instance_idx];
var corners = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 1.0),
);
let corner = corners[vertex_idx];
let x = (cell.col * uniforms.cell_width) + cell.bearing_x + corner.x * cell.glyph_w;
let y = (cell.row * uniforms.cell_height) + cell.bearing_y + corner.y * cell.glyph_h;
let screen_w = f32(uniforms.screen_cols) * uniforms.cell_width;
let screen_h = f32(uniforms.screen_rows) * uniforms.cell_height;
let ndc_x = (x / screen_w) * 2.0 - 1.0;
let ndc_y = -((y / screen_h) * 2.0 - 1.0);
var out: VertexOutput;
out.position = vec4<f32>(ndc_x, ndc_y, 0.0, 1.0);
out.uv = corner;
out.fg_color = vec4<f32>(f32(cell.fg_r) / 255.0, f32(cell.fg_g) / 255.0, f32(cell.fg_b) / 255.0, 1.0);
let norm = uniforms.atlas_size;
out.atlas_uv = vec4<f32>(cell.atlas_x / norm, cell.atlas_y / norm, cell.atlas_w / norm, cell.atlas_h / norm);
out.thickening = cell.thickening;
out.flags = cell.flags;
return out;
}
"#;
pub const TEXT_FRAGMENT: &str = r#"
@group(0) @binding(2)
var atlas_sampler: sampler;
@group(0) @binding(3)
var atlas_texture: texture_2d<f32>;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) fg_color: vec4<f32>,
@location(2) atlas_uv: vec4<f32>,
@location(3) thickening: f32,
@location(4) flags: u32,
};
fn median(r: f32, g: f32, b: f32) -> f32 {
return max(min(r, g), min(max(r, g), b));
}
@fragment
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
let atlas_pos = vec2<f32>(
in.atlas_uv.x + in.uv.x * in.atlas_uv.z,
in.atlas_uv.y + in.uv.y * in.atlas_uv.w,
);
let sample = textureSample(atlas_texture, atlas_sampler, atlas_pos);
let sig_dist = median(sample.r, sample.g, sample.b);
let threshold = 0.5 - in.thickening * 0.15;
let smoothing = 0.05;
let opacity = smoothstep(threshold - smoothing, threshold + smoothing, sig_dist);
let is_colored = (in.flags & 0x0040u) != 0u;
if is_colored {
return vec4<f32>(sample.rgb, opacity);
} else {
return vec4<f32>(in.fg_color.rgb, opacity);
}
}
"#;