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| author | skal <pascal.massimino@gmail.com> | 2026-02-09 14:28:46 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 14:28:46 +0100 |
| commit | 9bb5fd64776ac8a7e4b012ac2de340ddfa09a2c9 (patch) | |
| tree | 79b99e6196ca70df8ddf3b9b0809ea5770ee0280 /assets/final/shaders/compute/gen_blend.wgsl | |
| parent | 8d6f14793a1edc34644297e2b24248c00bbff3be (diff) | |
feat: GPU procedural Phase 4 - texture composition
Multi-input composite shaders with sampler support.
- Dynamic bind group layouts (N input textures + 1 sampler)
- dispatch_composite() for multi-input compute dispatch
- create_gpu_composite_texture() API
- gen_blend.wgsl and gen_mask.wgsl shaders
Guarded with #if !defined(STRIP_GPU_COMPOSITE) for easy removal.
Tests:
- Blend two noise textures
- Mask noise with grid
- Multi-stage composite (composite of composites)
Size: ~830 bytes (2 shaders + dispatch logic)
handoff(Claude): GPU procedural Phase 4 complete
Diffstat (limited to 'assets/final/shaders/compute/gen_blend.wgsl')
| -rw-r--r-- | assets/final/shaders/compute/gen_blend.wgsl | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/assets/final/shaders/compute/gen_blend.wgsl b/assets/final/shaders/compute/gen_blend.wgsl new file mode 100644 index 0000000..9fc9e1e --- /dev/null +++ b/assets/final/shaders/compute/gen_blend.wgsl @@ -0,0 +1,29 @@ +// This file is part of the 64k demo project. +// GPU composite shader: Blend two textures. + +struct BlendParams { + width: u32, + height: u32, + blend_factor: f32, + _pad0: f32, +} + +@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; +@group(0) @binding(1) var<uniform> params: BlendParams; +@group(0) @binding(2) var input_a: texture_2d<f32>; +@group(0) @binding(3) var input_b: texture_2d<f32>; +@group(0) @binding(4) var tex_sampler: sampler; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2<f32>(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); + + let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0); + let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0); + let blended = mix(color_a, color_b, params.blend_factor); + + textureStore(output_tex, id.xy, blended); +} |
