145 lines
4.5 KiB
WebGPU Shading Language
145 lines
4.5 KiB
WebGPU Shading Language
var<private> rand_seed : vec2<f32>;
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fn rand() -> f32 {
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rand_seed.x = fract((cos(dot(rand_seed, vec2<f32>(23.140779495, 232.616897583))) * 136.816802979));
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rand_seed.y = fract((cos(dot(rand_seed, vec2<f32>(54.478565216, 345.841522217))) * 534.764526367));
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return rand_seed.y;
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}
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struct RenderParams {
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modelViewProjectionMatrix : mat4x4<f32>;
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right : vec3<f32>;
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up : vec3<f32>;
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}
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@binding(0) @group(0) var<uniform> render_params : RenderParams;
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struct VertexInput {
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@location(0)
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position : vec3<f32>;
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@location(1)
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color : vec4<f32>;
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@location(2)
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quad_pos : vec2<f32>;
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}
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struct VertexOutput {
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@builtin(position)
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position : vec4<f32>;
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@location(0)
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color : vec4<f32>;
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@location(1)
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quad_pos : vec2<f32>;
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}
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@stage(vertex)
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fn vs_main(in : VertexInput) -> VertexOutput {
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var quad_pos = (mat2x3<f32>(render_params.right, render_params.up) * in.quad_pos);
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var position = (in.position + (quad_pos * 0.01));
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var out : VertexOutput;
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out.position = (render_params.modelViewProjectionMatrix * vec4<f32>(position, 1.0));
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out.color = in.color;
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out.quad_pos = in.quad_pos;
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return out;
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}
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@stage(fragment)
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fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
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var color = in.color;
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color.a = (color.a * max((1.0 - length(in.quad_pos)), 0.0));
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return color;
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}
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struct SimulationParams {
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deltaTime : f32;
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seed : vec4<f32>;
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}
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struct Particle {
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position : vec3<f32>;
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lifetime : f32;
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color : vec4<f32>;
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velocity : vec3<f32>;
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}
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struct Particles {
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particles : array<Particle>;
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}
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@binding(0) @group(0) var<uniform> sim_params : SimulationParams;
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@binding(1) @group(0) var<storage, read_write> data : Particles;
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@binding(2) @group(0) var texture : texture_2d<f32>;
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@stage(compute) @workgroup_size(64)
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fn simulate(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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rand_seed = ((sim_params.seed.xy + vec2<f32>(GlobalInvocationID.xy)) * sim_params.seed.zw);
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let idx = GlobalInvocationID.x;
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var particle = data.particles[idx];
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particle.velocity.z = (particle.velocity.z - (sim_params.deltaTime * 0.5));
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particle.position = (particle.position + (sim_params.deltaTime * particle.velocity));
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particle.lifetime = (particle.lifetime - sim_params.deltaTime);
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particle.color.a = smoothStep(0.0, 0.5, particle.lifetime);
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if ((particle.lifetime < 0.0)) {
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var coord = vec2<i32>(0, 0);
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for(var level = (textureNumLevels(texture) - 1); (level > 0); level = (level - 1)) {
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let probabilites = textureLoad(texture, coord, level);
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let value = vec4<f32>(rand());
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let mask = ((value >= vec4<f32>(0.0, probabilites.xyz)) & (value < probabilites));
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coord = (coord * 2);
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coord.x = (coord.x + select(0, 1, any(mask.yw)));
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coord.y = (coord.y + select(0, 1, any(mask.zw)));
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}
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let uv = (vec2<f32>(coord) / vec2<f32>(textureDimensions(texture)));
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particle.position = vec3<f32>((((uv - 0.5) * 3.0) * vec2<f32>(1.0, -1.0)), 0.0);
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particle.color = textureLoad(texture, coord, 0);
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particle.velocity.x = ((rand() - 0.5) * 0.100000001);
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particle.velocity.y = ((rand() - 0.5) * 0.100000001);
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particle.velocity.z = (rand() * 0.300000012);
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particle.lifetime = (0.5 + (rand() * 2.0));
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}
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data.particles[idx] = particle;
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}
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struct UBO {
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width : u32;
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}
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struct Buffer {
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weights : array<f32>;
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}
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@binding(3) @group(0) var<uniform> ubo : UBO;
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@binding(4) @group(0) var<storage, read> buf_in : Buffer;
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@binding(5) @group(0) var<storage, read_write> buf_out : Buffer;
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@binding(6) @group(0) var tex_in : texture_2d<f32>;
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@binding(7) @group(0) var tex_out : texture_storage_2d<rgba8unorm, write>;
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@stage(compute) @workgroup_size(64)
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fn import_level(@builtin(global_invocation_id) coord : vec3<u32>) {
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_ = &(buf_in);
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let offset = (coord.x + (coord.y * ubo.width));
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buf_out.weights[offset] = textureLoad(tex_in, vec2<i32>(coord.xy), 0).w;
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}
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@stage(compute) @workgroup_size(64)
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fn export_level(@builtin(global_invocation_id) coord : vec3<u32>) {
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if (all((coord.xy < vec2<u32>(textureDimensions(tex_out))))) {
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let dst_offset = (coord.x + (coord.y * ubo.width));
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let src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width));
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let a = buf_in.weights[(src_offset + 0u)];
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let b = buf_in.weights[(src_offset + 1u)];
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let c = buf_in.weights[((src_offset + 0u) + ubo.width)];
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let d = buf_in.weights[((src_offset + 1u) + ubo.width)];
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let sum = dot(vec4<f32>(a, b, c, d), vec4<f32>(1.0));
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buf_out.weights[dst_offset] = (sum / 4.0);
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let probabilities = (vec4<f32>(a, (a + b), ((a + b) + c), sum) / max(sum, 0.0001));
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textureStore(tex_out, vec2<i32>(coord.xy), probabilities);
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}
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}
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