metaforce/Graphics/src/imgui_backend/imgui.wgsl

54 lines
1.4 KiB
WebGPU Shading Language

struct Uniforms {
u_Matrix: mat4x4<f32>;
};
struct VertexInput {
@location(0) a_Pos: vec2<f32>;
@location(1) a_UV: vec2<f32>;
@location(2) a_Color: vec4<f32>;
};
struct VertexOutput {
@location(0) v_UV: vec2<f32>;
@location(1) v_Color: vec4<f32>;
@builtin(position) v_Position: vec4<f32>;
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@stage(vertex)
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.v_UV = in.a_UV;
out.v_Color = in.a_Color;
out.v_Position = uniforms.u_Matrix * vec4<f32>(in.a_Pos.xy, 0.0, 1.0);
return out;
}
@group(1) @binding(0)
var u_Texture: texture_2d<f32>;
@group(1) @binding(1)
var u_Sampler: sampler;
fn srgb_to_linear(srgb: vec4<f32>) -> vec4<f32> {
let color_srgb = srgb.rgb;
let selector = ceil(color_srgb - 0.04045); // 0 if under value, 1 if over
let under = color_srgb / 12.92;
let over = pow((color_srgb + 0.055) / 1.055, vec3<f32>(2.4));
let result = mix(under, over, selector);
return vec4<f32>(result, srgb.a);
}
@stage(fragment)
fn fs_main_linear(in: VertexOutput) -> @location(0) vec4<f32> {
let color = srgb_to_linear(in.v_Color);
return color * textureSample(u_Texture, u_Sampler, in.v_UV);
}
@stage(fragment)
fn fs_main_srgb(in: VertexOutput) -> @location(0) vec4<f32> {
let color = in.v_Color;
return color * textureSample(u_Texture, u_Sampler, in.v_UV);
}