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authorskal <pascal.massimino@gmail.com>2026-02-01 01:18:09 +0100
committerskal <pascal.massimino@gmail.com>2026-02-01 01:18:09 +0100
commite82ba031c138eb8ee72ed976b270217228a42c64 (patch)
tree2cee74f9b56b8e07d9ac7221f4d932b7025126ae /src
parent18eb8a07ba39a8aad1c75521cee027b9c9c72e40 (diff)
format shader code
Diffstat (limited to 'src')
-rw-r--r--src/gpu/demo_effects.cc294
1 files changed, 238 insertions, 56 deletions
diff --git a/src/gpu/demo_effects.cc b/src/gpu/demo_effects.cc
index dbf5be8..1dec0ac 100644
--- a/src/gpu/demo_effects.cc
+++ b/src/gpu/demo_effects.cc
@@ -67,31 +67,60 @@ create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format,
// --- SHADERS ---
const char* main_shader_wgsl = R"(
-struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, };
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+};
+
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- let PI = 3.14159265; let num_sides = 7.0;
+ let PI = 3.14159265;
+ let num_sides = 7.0;
let scale = 0.5 + 0.3 * uniforms.audio_peak;
- let tri_idx = f32(i/3u); let sub_idx = i%3u;
- if (sub_idx == 0u) { return vec4<f32>(0.0,0.0,0.0,1.0); }
+ let tri_idx = f32(i / 3u);
+ let sub_idx = i % 3u;
+ if (sub_idx == 0u) {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
- return vec4<f32>(scale*cos(angle)/uniforms.aspect_ratio, scale*sin(angle), 0.0, 1.0);
+ return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
}
+
@fragment fn fs_main() -> @location(0) vec4<f32> {
let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
- let r = sin(h)*0.5+0.5; let g = sin(h+2.0)*0.9+0.3; let b = sin(h+4.0)*0.5+0.5;
+ let r = sin(h) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
+ let b = sin(h + 4.0) * 0.5 + 0.5;
let boost = uniforms.audio_peak * 0.5;
- return vec4<f32>(r+boost,g+boost,b+boost, 1.0);
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
})";
const char* particle_compute_wgsl = R"(
-struct Particle { pos: vec4<f32>, vel: vec4<f32>, rot: vec4<f32>, color: vec4<f32>, };
-struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, };
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x; if (i >= arrayLength(&particles)) { return; }
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
var p = particles[i];
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
p.pos = vec4<f32>(new_pos, p.pos.w);
@@ -106,73 +135,162 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
})";
const char* particle_render_wgsl = R"(
-struct Particle { pos: vec4<f32>, vel: vec4<f32>, rot: vec4<f32>, color: vec4<f32>, };
-struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, };
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
@group(0) @binding(0) var<storage, read> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-struct VSOut { @builtin(position) pos: vec4<f32>, @location(0) color: vec4<f32>, };
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+};
+
@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
let p = particles[ii];
let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02;
- var offsets = array<vec2<f32>, 6>(vec2<f32>(-1,-1), vec2<f32>(1,-1), vec2<f32>(-1,1), vec2<f32>(-1,1), vec2<f32>(1,-1), vec2<f32>(1,1));
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
let offset = offsets[vi];
- let c = cos(p.rot.x); let s = sin(p.rot.x);
- let rotated_offset = vec2<f32>(offset.x*c-offset.y*s, offset.x*s+offset.y*c);
- let pos = vec2<f32>(p.pos.x + rotated_offset.x*size/uniforms.aspect_ratio, p.pos.y + rotated_offset.y*size);
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak));
}
-@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> { return color; }
+
+@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
+ return color;
+}
)";
const char* passthrough_shader_wgsl = R"(
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3));
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
return vec4<f32>(pos[i], 0.0, 1.0);
}
+
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
return textureSample(txt, smplr, p.xy / vec2<f32>(1280.0, 720.0));
})";
const char* ellipse_shader_wgsl = R"(
-struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(vec2<f32>(-1.0, -1.0), vec2<f32>( 3.0, -1.0), vec2<f32>(-1.0, 3.0));
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
return vec4<f32>(pos[i], 0.0, 1.0);
}
+
fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p); if (p_abs.x > p_abs.y) { p_abs = vec2<f32>(p_abs.y, p_abs.x); }
- let l = ab.y*ab.y - ab.x*ab.x; let m = ab.x*p_abs.x/l; let n = ab.y*p_abs.y/l;
- let m2 = m*m; let n2 = n*n; let c = (m2+n2-1.0)/3.0; let c3 = c*c*c;
- let d = c3 + m2*n2; let g = m + m*n2; var co: f32;
- if (d < 0.0) { let h = acos((c3 + m2*n2*2.0)/c3)/3.0; let s = cos(h); let t = sin(h)*sqrt(3.0); co = (sqrt(-c*(s+t*2.0)+m2) + sign(l)*sqrt(-c*(s-t*2.0)+m2) + abs(g)/(sqrt(-c*(s+t*2.0)+m2)*sqrt(-c*(s-t*2.0)+m2)) - m) / 2.0; }
- else { let h = 2.0*m*n*sqrt(d); let s = sign(c3+m2*n2+h)*pow(abs(c3+m2*n2+h), 1.0/3.0); let u = sign(c3+m2*n2-h)*pow(abs(c3+m2*n2-h), 1.0/3.0); let rx = -s-u + m2*2.0; let ry = (s-u)*sqrt(3.0); co = (ry/sqrt(sqrt(rx*rx+ry*ry)-rx) + 2.0*g/sqrt(rx*rx+ry*ry) - m) / 2.0; }
- let si = sqrt(max(0.0, 1.0-co*co)); return length(p_abs-vec2<f32>(ab.x*co, ab.y*si)) * sign(p_abs.y*ab.x*co-p_abs.x*ab.y*si);
+ var p_abs = abs(p);
+ if (p_abs.x > p_abs.y) {
+ p_abs = vec2<f32>(p_abs.y, p_abs.x);
+ }
+ let l = ab.y * ab.y - ab.x * ab.x;
+ let m = ab.x * p_abs.x / l;
+ let n = ab.y * p_abs.y / l;
+ let m2 = m * m;
+ let n2 = n * n;
+ let c = (m2 + n2 - 1.0) / 3.0;
+ let c3 = c * c * c;
+ let d = c3 + m2 * n2;
+ let g = m + m * n2;
+ var co: f32;
+ if (d < 0.0) {
+ let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
+ let s = cos(h);
+ let t = sin(h) * sqrt(3.0);
+ co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
+ } else {
+ let h = 2.0 * m * n * sqrt(d);
+ let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
+ let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
+ let rx = -s - u + m2 * 2.0;
+ let ry = (s - u) * sqrt(3.0);
+ co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
+ }
+ let si = sqrt(max(0.0, 1.0 - co * co));
+ return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
}
+
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = (p.xy / vec2<f32>(1280.0, 720.0) - 0.5) * 2.0;
- let movement = vec2<f32>(sin(uniforms.time*0.7), cos(uniforms.time*0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat*0.2));
+ let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
})";
const char* particle_spray_compute_wgsl = R"(
-struct Particle { pos: vec4<f32>, vel: vec4<f32>, rot: vec4<f32>, color: vec4<f32>, };
-struct Uniforms { intensity: f32, aspect_ratio: f32, time: f32, beat: f32, };
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ intensity: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: Uniforms;
-fn hash(p: f32) -> f32 { return fract(sin(p)*43758.5453); }
+
+fn hash(p: f32) -> f32 {
+ return fract(sin(p) * 43758.5453);
+}
+
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x; if (i >= arrayLength(&particles)) { return; }
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
var p = particles[i];
if (p.pos.w <= 0.0) {
- let r = hash(f32(i) + uniforms.time); let angle = r * 6.28318;
+ let r = hash(f32(i) + uniforms.time);
+ let angle = r * 6.28318;
p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
- p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r)*0.5) * (1.0 + uniforms.intensity * 2.0);
- p.color = vec4<f32>(hash(r+0.1), hash(r+0.2), 1.0, 1.0);
+ p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0);
+ p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
}
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
@@ -181,18 +299,33 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
})";
const char* gaussian_blur_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3));
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
return vec4<f32>(pos[i], 0.0, 1.0);
}
+
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0); var res = vec4<f32>(0.0);
+ let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ var res = vec4<f32>(0.0);
let size = 5.0 * uniforms.intensity;
- for(var x: f32 = -2.0; x <= 2.0; x += 1.0) {
- for(var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / 1280.0);
}
}
@@ -200,30 +333,65 @@ struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
})";
const char* solarize_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3));
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
return vec4<f32>(pos[i], 0.0, 1.0);
}
+
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0); var col = textureSample(txt, smplr, uv);
+ let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ var col = textureSample(txt, smplr, uv);
let thr = 0.5 + 0.3 * sin(uniforms.time);
- if(col.r < thr) { col.r = 1.0 - col.r; }
- if(col.g < thr) { col.g = 1.0 - col.g; }
- if(col.b < thr) { col.b = 1.0 - col.b; }
+ if (col.r < thr) {
+ col.r = 1.0 - col.r;
+ }
+ if (col.g < thr) {
+ col.g = 1.0 - col.g;
+ }
+ if (col.b < thr) {
+ col.b = 1.0 - col.b;
+ }
return col;
})";
const char* distort_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3));
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
return vec4<f32>(pos[i], 0.0, 1.0);
}
+
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / vec2<f32>(1280.0, 720.0);
let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
@@ -231,13 +399,27 @@ struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
})";
const char* chroma_aberration_shader_wgsl = R"(
-@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, };
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+};
+
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(vec2<f32>(-1,-1), vec2<f32>(3,-1), vec2<f32>(-1, 3));
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
return vec4<f32>(pos[i], 0.0, 1.0);
}
+
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / vec2<f32>(1280.0, 720.0);
let off = 0.02 * uniforms.intensity;