Use Oklab color interpolation only with color::GAMMA_CORRECTION
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10d0b257f9
11 changed files with 544 additions and 489 deletions
134
wgpu/src/shader/triangle/gradient.wgsl
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134
wgpu/src/shader/triangle/gradient.wgsl
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) @interpolate(flat) colors_1: vec4<u32>,
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@location(2) @interpolate(flat) colors_2: vec4<u32>,
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@location(3) @interpolate(flat) colors_3: vec4<u32>,
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@location(4) @interpolate(flat) colors_4: vec4<u32>,
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@location(5) @interpolate(flat) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) raw_position: vec2<f32>,
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@location(1) @interpolate(flat) colors_1: vec4<u32>,
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@location(2) @interpolate(flat) colors_2: vec4<u32>,
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@location(3) @interpolate(flat) colors_3: vec4<u32>,
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@location(4) @interpolate(flat) colors_4: vec4<u32>,
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@location(5) @interpolate(flat) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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}
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@vertex
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fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var output: GradientVertexOutput;
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output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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output.raw_position = input.v_pos;
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output.colors_1 = input.colors_1;
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output.colors_2 = input.colors_2;
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output.colors_3 = input.colors_3;
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output.colors_4 = input.colors_4;
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output.offsets = input.offsets;
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output.direction = input.direction;
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return output;
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}
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/// Returns the current interpolated color with a max 8-stop gradient
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fn gradient(
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raw_position: vec2<f32>,
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direction: vec4<f32>,
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colors: array<vec4<f32>, 8>,
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offsets: array<f32, 8>,
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last_index: i32
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) -> vec4<f32> {
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let start = direction.xy;
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let end = direction.zw;
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let v1 = end - start;
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let v2 = raw_position - start;
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let unit = normalize(v1);
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let coord_offset = dot(unit, v2) / length(v1);
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//need to store these as a var to use dynamic indexing in a loop
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//this is already added to wgsl spec but not in wgpu yet
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var colors_arr = colors;
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var offsets_arr = offsets;
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var color: vec4<f32>;
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let noise_granularity: f32 = 0.3/255.0;
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for (var i: i32 = 0; i < last_index; i++) {
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let curr_offset = offsets_arr[i];
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let next_offset = offsets_arr[i+1];
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if (coord_offset <= offsets_arr[0]) {
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color = colors_arr[0];
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}
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if (curr_offset <= coord_offset && coord_offset <= next_offset) {
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let from_ = colors_arr[i];
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let to_ = colors_arr[i+1];
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let factor = smoothstep(curr_offset, next_offset, coord_offset);
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color = interpolate_color(from_, to_, factor);
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}
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if (coord_offset >= offsets_arr[last_index]) {
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color = colors_arr[last_index];
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}
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}
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return color + mix(-noise_granularity, noise_granularity, random(raw_position));
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}
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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unpack_u32(input.colors_1.xy),
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unpack_u32(input.colors_1.zw),
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unpack_u32(input.colors_2.xy),
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unpack_u32(input.colors_2.zw),
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unpack_u32(input.colors_3.xy),
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unpack_u32(input.colors_3.zw),
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unpack_u32(input.colors_4.xy),
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unpack_u32(input.colors_4.zw),
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);
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let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
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let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
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var offsets = array<f32, 8>(
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offsets_1.x,
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offsets_1.y,
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offsets_1.z,
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offsets_1.w,
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offsets_2.x,
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offsets_2.y,
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offsets_2.z,
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offsets_2.w,
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);
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var last_index = 7;
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for (var i: i32 = 0; i <= 7; i++) {
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if (offsets[i] >= 1.0) {
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last_index = i;
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break;
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}
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}
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return gradient(input.raw_position, input.direction, colors, offsets, last_index);
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}
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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fn random(coords: vec2<f32>) -> f32 {
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return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
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}
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24
wgpu/src/shader/triangle/solid.wgsl
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24
wgpu/src/shader/triangle/solid.wgsl
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@ -0,0 +1,24 @@
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struct SolidVertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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}
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struct SolidVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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@vertex
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fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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var out: SolidVertexOutput;
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out.color = input.color;
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out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
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return out;
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}
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@fragment
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fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
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return input.color;
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}
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