Added support for gradients as background variants + other optimizations.
This commit is contained in:
parent
669f7cc74b
commit
6551a0b2ab
41 changed files with 1658 additions and 1489 deletions
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@ -1,88 +0,0 @@
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struct Uniforms {
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transform: mat4x4<f32>,
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//xy = start, wz = end
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position: vec4<f32>,
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//x = start stop, y = end stop, zw = padding
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stop_range: vec4<i32>,
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}
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struct Stop {
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color: vec4<f32>,
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offset: f32,
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};
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@group(0) @binding(1)
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var<storage, read> color_stops: array<Stop>;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) raw_position: vec2<f32>
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}
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
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var output: VertexOutput;
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output.position = uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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output.raw_position = input;
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return output;
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}
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//TODO: rewrite without branching
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let start = uniforms.position.xy;
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let end = uniforms.position.zw;
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let start_stop = uniforms.stop_range.x;
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let end_stop = uniforms.stop_range.y;
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let v1 = end - start;
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let v2 = input.raw_position.xy - start;
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let unit = normalize(v1);
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let offset = dot(unit, v2) / length(v1);
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let min_stop = color_stops[start_stop];
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let max_stop = color_stops[end_stop];
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var color: vec4<f32>;
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if (offset <= min_stop.offset) {
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color = min_stop.color;
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} else if (offset >= max_stop.offset) {
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color = max_stop.color;
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} else {
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var min = min_stop;
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var max = max_stop;
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var min_index = start_stop;
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var max_index = end_stop;
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loop {
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if (min_index >= max_index - 1) {
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break;
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}
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let index = min_index + (max_index - min_index) / 2;
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let stop = color_stops[index];
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if (offset <= stop.offset) {
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max = stop;
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max_index = index;
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} else {
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min = stop;
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min_index = index;
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}
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}
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color = mix(min.color, max.color, smoothstep(
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min.offset,
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max.offset,
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offset
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));
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}
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return color;
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}
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@ -5,59 +5,6 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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struct VertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) pos: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) color: vec4<f32>,
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@location(4) border_color: vec4<f32>,
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@location(5) border_radius: vec4<f32>,
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@location(6) border_width: f32,
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}
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) border_color: vec4<f32>,
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@location(2) pos: vec2<f32>,
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@location(3) scale: vec2<f32>,
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@location(4) border_radius: vec4<f32>,
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@location(5) border_width: f32,
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}
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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var pos: vec2<f32> = input.pos * globals.scale;
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var scale: vec2<f32> = input.scale * globals.scale;
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var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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min(input.border_radius.x, min_border_radius),
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min(input.border_radius.y, min_border_radius),
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min(input.border_radius.z, min_border_radius),
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min(input.border_radius.w, min_border_radius)
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.color = input.color;
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out.border_color = input.border_color;
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out.pos = pos;
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out.scale = scale;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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return out;
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}
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fn distance_alg(
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frag_coord: vec2<f32>,
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position: vec2<f32>,
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@ -91,10 +38,62 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
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return rx;
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}
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struct SolidVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color: vec4<f32>,
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@location(2) pos: vec2<f32>,
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@location(3) scale: vec2<f32>,
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@location(4) border_color: vec4<f32>,
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@location(5) border_radius: vec4<f32>,
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@location(6) border_width: 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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@location(1) border_color: vec4<f32>,
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@location(2) pos: vec2<f32>,
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@location(3) scale: vec2<f32>,
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@location(4) border_radius: vec4<f32>,
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@location(5) border_width: 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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var pos: vec2<f32> = input.pos * globals.scale;
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var scale: vec2<f32> = input.scale * globals.scale;
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var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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min(input.border_radius.x, min_border_radius),
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min(input.border_radius.y, min_border_radius),
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min(input.border_radius.z, min_border_radius),
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min(input.border_radius.w, min_border_radius)
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.color = input.color;
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out.border_color = input.border_color;
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out.pos = pos;
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out.scale = scale;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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return out;
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}
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@fragment
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fn fs_main(
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input: VertexOutput
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fn solid_fs_main(
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input: SolidVertexOutput
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) -> @location(0) vec4<f32> {
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var mixed_color: vec4<f32> = input.color;
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@ -138,3 +137,214 @@ fn fs_main(
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return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
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}
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: vec4<f32>,
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@location(12) position_and_scale: vec4<f32>,
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@location(13) border_color: vec4<f32>,
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@location(14) border_radius: vec4<f32>,
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@location(15) border_width: 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(1) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: vec4<f32>,
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@location(12) position_and_scale: vec4<f32>,
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@location(13) border_color: vec4<f32>,
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@location(14) border_radius: vec4<f32>,
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@location(15) border_width: 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 out: GradientVertexOutput;
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var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
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var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
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var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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min(input.border_radius.x, min_border_radius),
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min(input.border_radius.y, min_border_radius),
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min(input.border_radius.z, min_border_radius),
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min(input.border_radius.w, min_border_radius)
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.color_1 = input.color_1;
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out.color_2 = input.color_2;
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out.color_3 = input.color_3;
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out.color_4 = input.color_4;
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out.color_5 = input.color_5;
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out.color_6 = input.color_6;
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out.color_7 = input.color_7;
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out.color_8 = input.color_8;
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out.offsets_1 = input.offsets_1;
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out.offsets_2 = input.offsets_2;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.border_color = input.border_color;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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return out;
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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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/// 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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color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
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curr_offset,
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next_offset,
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coord_offset,
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));
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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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input.color_1,
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input.color_2,
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input.color_3,
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input.color_4,
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input.color_5,
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input.color_6,
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input.color_7,
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input.color_8,
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);
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var offsets = array<f32, 8>(
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input.offsets_1.x,
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input.offsets_1.y,
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input.offsets_1.z,
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input.offsets_1.w,
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input.offsets_2.x,
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input.offsets_2.y,
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input.offsets_2.z,
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input.offsets_2.w,
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);
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//TODO could just pass this in to the shader but is probably more performant to just check it here
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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 - 1;
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break;
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}
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}
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var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
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let pos = input.position_and_scale.xy;
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let scale = input.position_and_scale.zw;
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var border_radius = select_border_radius(
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input.border_radius,
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input.position.xy,
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(pos + scale * 0.5).xy
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);
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if (input.border_width > 0.0) {
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var internal_border: f32 = max(border_radius - input.border_width, 0.0);
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var internal_distance: f32 = distance_alg(
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input.position.xy,
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pos + vec2<f32>(input.border_width, input.border_width),
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scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
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internal_border
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);
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var border_mix: f32 = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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);
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mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
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}
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var dist: f32 = distance_alg(
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input.position.xy,
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pos,
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scale,
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border_radius
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);
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var radius_alpha: f32 = 1.0 - smoothstep(
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max(border_radius - 0.5, 0.0),
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border_radius + 0.5,
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dist);
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return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
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}
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@ -1,30 +0,0 @@
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struct Globals {
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transform: mat4x4<f32>,
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}
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@group(0) @binding(0) var<uniform> globals: Globals;
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struct VertexInput {
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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 VertexOutput {
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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 vs_main(input: VertexInput) -> VertexOutput {
|
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var out: VertexOutput;
|
||||
|
||||
out.color = input.color;
|
||||
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return input.color;
|
||||
}
|
||||
168
wgpu/src/shader/triangle.wgsl
Normal file
168
wgpu/src/shader/triangle.wgsl
Normal file
|
|
@ -0,0 +1,168 @@
|
|||
struct Globals {
|
||||
transform: mat4x4<f32>,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var<uniform> globals: Globals;
|
||||
|
||||
struct SolidVertexInput {
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
}
|
||||
|
||||
struct SolidVertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
|
||||
var out: SolidVertexOutput;
|
||||
|
||||
out.color = input.color;
|
||||
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
|
||||
return input.color;
|
||||
}
|
||||
|
||||
struct GradientVertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) raw_position: vec2<f32>,
|
||||
@location(1) color_1: vec4<f32>,
|
||||
@location(2) color_2: vec4<f32>,
|
||||
@location(3) color_3: vec4<f32>,
|
||||
@location(4) color_4: vec4<f32>,
|
||||
@location(5) color_5: vec4<f32>,
|
||||
@location(6) color_6: vec4<f32>,
|
||||
@location(7) color_7: vec4<f32>,
|
||||
@location(8) color_8: vec4<f32>,
|
||||
@location(9) offsets_1: vec4<f32>,
|
||||
@location(10) offsets_2: vec4<f32>,
|
||||
@location(11) direction: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn gradient_vs_main(
|
||||
@location(0) input: vec2<f32>,
|
||||
@location(1) color_1: vec4<f32>,
|
||||
@location(2) color_2: vec4<f32>,
|
||||
@location(3) color_3: vec4<f32>,
|
||||
@location(4) color_4: vec4<f32>,
|
||||
@location(5) color_5: vec4<f32>,
|
||||
@location(6) color_6: vec4<f32>,
|
||||
@location(7) color_7: vec4<f32>,
|
||||
@location(8) color_8: vec4<f32>,
|
||||
@location(9) offsets_1: vec4<f32>,
|
||||
@location(10) offsets_2: vec4<f32>,
|
||||
@location(11) direction: vec4<f32>,
|
||||
) -> GradientVertexOutput {
|
||||
var output: GradientVertexOutput;
|
||||
|
||||
output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
|
||||
output.raw_position = input;
|
||||
output.color_1 = color_1;
|
||||
output.color_2 = color_2;
|
||||
output.color_3 = color_3;
|
||||
output.color_4 = color_4;
|
||||
output.color_5 = color_5;
|
||||
output.color_6 = color_6;
|
||||
output.color_7 = color_7;
|
||||
output.color_8 = color_8;
|
||||
output.offsets_1 = offsets_1;
|
||||
output.offsets_2 = offsets_2;
|
||||
output.direction = direction;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
fn random(coords: vec2<f32>) -> f32 {
|
||||
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
/// Returns the current interpolated color with a max 8-stop gradient
|
||||
fn gradient(
|
||||
raw_position: vec2<f32>,
|
||||
direction: vec4<f32>,
|
||||
colors: array<vec4<f32>, 8>,
|
||||
offsets: array<f32, 8>,
|
||||
last_index: i32
|
||||
) -> vec4<f32> {
|
||||
let start = direction.xy;
|
||||
let end = direction.zw;
|
||||
|
||||
let v1 = end - start;
|
||||
let v2 = raw_position - start;
|
||||
let unit = normalize(v1);
|
||||
let coord_offset = dot(unit, v2) / length(v1);
|
||||
|
||||
//need to store these as a var to use dynamic indexing in a loop
|
||||
//this is already added to wgsl spec but not in wgpu yet
|
||||
var colors_arr = colors;
|
||||
var offsets_arr = offsets;
|
||||
|
||||
var color: vec4<f32>;
|
||||
|
||||
let noise_granularity: f32 = 0.3/255.0;
|
||||
|
||||
for (var i: i32 = 0; i < last_index; i++) {
|
||||
let curr_offset = offsets_arr[i];
|
||||
let next_offset = offsets_arr[i+1];
|
||||
|
||||
if (coord_offset <= offsets_arr[0]) {
|
||||
color = colors_arr[0];
|
||||
}
|
||||
|
||||
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
|
||||
color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
|
||||
curr_offset,
|
||||
next_offset,
|
||||
coord_offset,
|
||||
));
|
||||
}
|
||||
|
||||
if (coord_offset >= offsets_arr[last_index]) {
|
||||
color = colors_arr[last_index];
|
||||
}
|
||||
}
|
||||
|
||||
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
|
||||
let colors = array<vec4<f32>, 8>(
|
||||
input.color_1,
|
||||
input.color_2,
|
||||
input.color_3,
|
||||
input.color_4,
|
||||
input.color_5,
|
||||
input.color_6,
|
||||
input.color_7,
|
||||
input.color_8,
|
||||
);
|
||||
|
||||
var offsets = array<f32, 8>(
|
||||
input.offsets_1.x,
|
||||
input.offsets_1.y,
|
||||
input.offsets_1.z,
|
||||
input.offsets_1.w,
|
||||
input.offsets_2.x,
|
||||
input.offsets_2.y,
|
||||
input.offsets_2.z,
|
||||
input.offsets_2.w,
|
||||
);
|
||||
|
||||
var last_index = 7;
|
||||
for (var i: i32 = 0; i <= 7; i++) {
|
||||
if (offsets[i] >= 1.0) {
|
||||
last_index = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue