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-rw-r--r--assets/final/demo_assets.txt2
-rw-r--r--assets/final/shaders/compute/gen_blend.wgsl29
-rw-r--r--assets/final/shaders/compute/gen_mask.wgsl27
3 files changed, 58 insertions, 0 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 0f7c267..819c9c9 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -55,6 +55,8 @@ SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader"
SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
SHADER_COMPUTE_GEN_PERLIN, NONE, shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
SHADER_COMPUTE_GEN_GRID, NONE, shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader"
CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader"
CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader"
MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader"
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_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);
+}