diff options
Diffstat (limited to 'src/gpu/effects/shaders.cc')
| -rw-r--r-- | src/gpu/effects/shaders.cc | 367 |
1 files changed, 367 insertions, 0 deletions
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc new file mode 100644 index 0000000..0e80230 --- /dev/null +++ b/src/gpu/effects/shaders.cc @@ -0,0 +1,367 @@ +// This file is part of the 64k demo project. +// It defines WGSL shader code for various effects. + +#include "../demo_effects.h" + +const char* main_shader_wgsl = R"( +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 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 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); +} + +@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 boost = uniforms.audio_peak * 0.5; + 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, +}; + +@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; + } + var p = particles[i]; + let new_pos = p.pos.xyz + p.vel.xyz * 0.016; + p.pos = vec4<f32>(new_pos, p.pos.w); + p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0); + p.rot.x = p.rot.x + p.rot.y * 0.016; + if (p.pos.y < -1.5) { + p.pos.y = 1.5; + p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5); + p.vel.y = 0.0; + } + particles[i] = p; +})"; + +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, +}; + +@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>, +}; + +@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) + ); + 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); + 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; +} +)"; + +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) + ); + 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, +}; + +@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) + ); + 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); +} + +@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)); + 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, +}; + +@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); +} + +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + 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; + 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); + } + 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)); + p.vel.y = p.vel.y - 0.01; + particles[i] = p; +})"; + +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(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) + ); + 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 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) { + res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / 1280.0); + } + } + return res / 25.0; +})"; + +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(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) + ); + 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 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; + } + 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(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) + ); + 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); + return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0)); +})"; + +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(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) + ); + 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; + let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r; + let g = textureSample(txt, smplr, uv).g; + let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b; + return vec4<f32>(r, g, b, 1.0); +})"; |
