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-rw-r--r--assets/final/shaders/compute/gen_blend.wgsl29
-rw-r--r--assets/final/shaders/compute/gen_grid.wgsl24
-rw-r--r--assets/final/shaders/compute/gen_mask.wgsl27
-rw-r--r--assets/final/shaders/compute/gen_noise.wgsl26
-rw-r--r--assets/final/shaders/compute/gen_perlin.wgsl44
5 files changed, 150 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);
+}
diff --git a/assets/final/shaders/compute/gen_grid.wgsl b/assets/final/shaders/compute/gen_grid.wgsl
new file mode 100644
index 0000000..cc5e189
--- /dev/null
+++ b/assets/final/shaders/compute/gen_grid.wgsl
@@ -0,0 +1,24 @@
+// GPU procedural grid pattern generator.
+// Simple grid lines with configurable spacing and thickness.
+
+struct GridParams {
+ width: u32,
+ height: u32,
+ grid_size: u32,
+ thickness: u32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: GridParams;
+
+@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 on_line = (id.x % params.grid_size) < params.thickness ||
+ (id.y % params.grid_size) < params.thickness;
+
+ let val = select(0.0, 1.0, on_line);
+
+ textureStore(output_tex, id.xy, vec4<f32>(val, val, val, 1.0));
+}
diff --git a/assets/final/shaders/compute/gen_mask.wgsl b/assets/final/shaders/compute/gen_mask.wgsl
new file mode 100644
index 0000000..1ce9f52
--- /dev/null
+++ b/assets/final/shaders/compute/gen_mask.wgsl
@@ -0,0 +1,27 @@
+// This file is part of the 64k demo project.
+// GPU composite shader: Multiply texture A by texture B (masking).
+
+struct MaskParams {
+ width: u32,
+ height: u32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: MaskParams;
+@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 mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
+ let masked = color_a * mask_b;
+
+ textureStore(output_tex, id.xy, masked);
+}
diff --git a/assets/final/shaders/compute/gen_noise.wgsl b/assets/final/shaders/compute/gen_noise.wgsl
new file mode 100644
index 0000000..5c0babd
--- /dev/null
+++ b/assets/final/shaders/compute/gen_noise.wgsl
@@ -0,0 +1,26 @@
+// GPU procedural noise texture generator.
+// Uses compute shader for parallel texture generation.
+
+#include "math/noise"
+
+struct NoiseParams {
+ width: u32,
+ height: u32,
+ seed: f32,
+ frequency: f32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: NoiseParams;
+
+@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 p = uv * params.frequency + params.seed;
+ let noise = noise_2d(p);
+
+ textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0));
+}
diff --git a/assets/final/shaders/compute/gen_perlin.wgsl b/assets/final/shaders/compute/gen_perlin.wgsl
new file mode 100644
index 0000000..73816d6
--- /dev/null
+++ b/assets/final/shaders/compute/gen_perlin.wgsl
@@ -0,0 +1,44 @@
+// GPU procedural Perlin noise texture generator.
+// Fractional Brownian Motion using value noise.
+
+#include "math/noise"
+
+struct PerlinParams {
+ width: u32,
+ height: u32,
+ seed: f32,
+ frequency: f32,
+ amplitude: f32,
+ amplitude_decay: f32,
+ octaves: u32,
+ _pad0: f32, // Padding for alignment
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: PerlinParams;
+
+@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));
+
+ var value = 0.0;
+ var amplitude = params.amplitude;
+ var frequency = params.frequency;
+ var total_amp = 0.0;
+
+ for (var o: u32 = 0u; o < params.octaves; o++) {
+ let p = uv * frequency + params.seed;
+ value += noise_2d(p) * amplitude;
+ total_amp += amplitude;
+ frequency *= 2.0;
+ amplitude *= params.amplitude_decay;
+ }
+
+ value /= total_amp;
+ let clamped = clamp(value, 0.0, 1.0);
+
+ textureStore(output_tex, id.xy, vec4<f32>(clamped, clamped, clamped, 1.0));
+}