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-rw-r--r--src/gpu/effects/chroma_aberration_effect.cc6
-rw-r--r--src/gpu/effects/distort_effect.cc6
-rw-r--r--src/gpu/effects/gaussian_blur_effect.cc6
-rw-r--r--src/gpu/effects/hybrid_3d_effect.cc2
-rw-r--r--src/gpu/effects/hybrid_3d_effect.h2
-rw-r--r--src/gpu/effects/moving_ellipse_effect.cc6
-rw-r--r--src/gpu/effects/particle_spray_effect.cc6
-rw-r--r--src/gpu/effects/passthrough_effect.cc6
-rw-r--r--src/gpu/effects/shaders.cc28
-rw-r--r--src/gpu/effects/solarize_effect.cc6
10 files changed, 45 insertions, 29 deletions
diff --git a/src/gpu/effects/chroma_aberration_effect.cc b/src/gpu/effects/chroma_aberration_effect.cc
index ef9e963..6e64988 100644
--- a/src/gpu/effects/chroma_aberration_effect.cc
+++ b/src/gpu/effects/chroma_aberration_effect.cc
@@ -10,7 +10,7 @@ ChromaAberrationEffect::ChromaAberrationEffect(WGPUDevice device,
WGPUTextureFormat format)
: PostProcessEffect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ = create_post_process_pipeline(device_, format,
chroma_aberration_shader_wgsl);
@@ -18,8 +18,8 @@ ChromaAberrationEffect::ChromaAberrationEffect(WGPUDevice device,
void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float t,
float b, float i, float a) {
struct {
- float t, b, i, a;
- } u = {t, b, i, a};
+ float t, b, i, a, w, h;
+ } u = {t, b, i, a, (float)width_, (float)height_};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
PostProcessEffect::render(pass, t, b, i, a);
}
diff --git a/src/gpu/effects/distort_effect.cc b/src/gpu/effects/distort_effect.cc
index d9aa308..0d4bb36 100644
--- a/src/gpu/effects/distort_effect.cc
+++ b/src/gpu/effects/distort_effect.cc
@@ -9,7 +9,7 @@ DistortEffect::DistortEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: PostProcessEffect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ =
create_post_process_pipeline(device_, format, distort_shader_wgsl);
@@ -17,8 +17,8 @@ DistortEffect::DistortEffect(WGPUDevice device, WGPUQueue queue,
void DistortEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
struct {
- float t, b, i, a;
- } u = {t, b, i, a};
+ float t, b, i, a, w, h;
+ } u = {t, b, i, a, (float)width_, (float)height_};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
PostProcessEffect::render(pass, t, b, i, a);
}
diff --git a/src/gpu/effects/gaussian_blur_effect.cc b/src/gpu/effects/gaussian_blur_effect.cc
index 28f5b97..ad9bf4b 100644
--- a/src/gpu/effects/gaussian_blur_effect.cc
+++ b/src/gpu/effects/gaussian_blur_effect.cc
@@ -9,7 +9,7 @@ GaussianBlurEffect::GaussianBlurEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: PostProcessEffect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ =
create_post_process_pipeline(device_, format, gaussian_blur_shader_wgsl);
@@ -17,8 +17,8 @@ GaussianBlurEffect::GaussianBlurEffect(WGPUDevice device, WGPUQueue queue,
void GaussianBlurEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
struct {
- float t, b, i, a;
- } u = {t, b, i, a};
+ float t, b, i, a, w, h;
+ } u = {t, b, i, a, (float)width_, (float)height_};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
PostProcessEffect::render(pass, t, b, i, a);
}
diff --git a/src/gpu/effects/hybrid_3d_effect.cc b/src/gpu/effects/hybrid_3d_effect.cc
index af956cd..ee2dd57 100644
--- a/src/gpu/effects/hybrid_3d_effect.cc
+++ b/src/gpu/effects/hybrid_3d_effect.cc
@@ -10,7 +10,7 @@
Hybrid3DEffect::Hybrid3DEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
- : Effect(device, queue), width_(1280), height_(720) {
+ : Effect(device, queue) {
(void)format; // Passed to base, not directly used here.
}
diff --git a/src/gpu/effects/hybrid_3d_effect.h b/src/gpu/effects/hybrid_3d_effect.h
index 8eedeb2..8e2fef9 100644
--- a/src/gpu/effects/hybrid_3d_effect.h
+++ b/src/gpu/effects/hybrid_3d_effect.h
@@ -25,6 +25,4 @@ class Hybrid3DEffect : public Effect {
TextureManager texture_manager_;
Scene scene_;
Camera camera_;
- int width_ = 1280;
- int height_ = 720;
};
diff --git a/src/gpu/effects/moving_ellipse_effect.cc b/src/gpu/effects/moving_ellipse_effect.cc
index b46eecd..3b73697 100644
--- a/src/gpu/effects/moving_ellipse_effect.cc
+++ b/src/gpu/effects/moving_ellipse_effect.cc
@@ -9,7 +9,7 @@ MovingEllipseEffect::MovingEllipseEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: Effect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
ResourceBinding bindings[] = {{uniforms_, WGPUBufferBindingType_Uniform}};
pass_ =
@@ -19,8 +19,8 @@ MovingEllipseEffect::MovingEllipseEffect(WGPUDevice device, WGPUQueue queue,
void MovingEllipseEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
struct {
- float t, b, i, a;
- } u = {t, b, i, a};
+ float t, b, i, a, w, h;
+ } u = {t, b, i, a, (float)width_, (float)height_};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
diff --git a/src/gpu/effects/particle_spray_effect.cc b/src/gpu/effects/particle_spray_effect.cc
index b5c5f42..e8ead0a 100644
--- a/src/gpu/effects/particle_spray_effect.cc
+++ b/src/gpu/effects/particle_spray_effect.cc
@@ -10,7 +10,7 @@ ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: Effect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
std::vector<Particle> init_p(NUM_PARTICLES);
for (Particle& p : init_p)
@@ -34,8 +34,8 @@ ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue,
void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b,
float i, float a) {
struct {
- float i, a, t, b;
- } u = {i, a, t, b};
+ float i, a, t, b, w, h;
+ } u = {i, a, t, b, (float)width_, (float)height_};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr);
wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline);
diff --git a/src/gpu/effects/passthrough_effect.cc b/src/gpu/effects/passthrough_effect.cc
index cb92ba1..7825c0a 100644
--- a/src/gpu/effects/passthrough_effect.cc
+++ b/src/gpu/effects/passthrough_effect.cc
@@ -9,11 +9,15 @@ PassthroughEffect::PassthroughEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: PostProcessEffect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ =
create_post_process_pipeline(device_, format, passthrough_shader_wgsl);
}
void PassthroughEffect::update_bind_group(WGPUTextureView input_view) {
+ struct {
+ float t, b, i, a, w, h;
+ } u = {0, 0, 0, 0, (float)width_, (float)height_};
+ wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_);
}
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 0e80230..ac0bba9 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -122,6 +122,15 @@ const char* passthrough_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,
+ resolution: vec2<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),
@@ -132,7 +141,7 @@ const char* passthrough_shader_wgsl = R"(
}
@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));
+ return textureSample(txt, smplr, p.xy / uniforms.resolution);
})";
const char* ellipse_shader_wgsl = R"(
@@ -141,6 +150,7 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
+ resolution: vec2<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@@ -187,7 +197,7 @@ fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
}
@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 uv = (p.xy / uniforms.resolution - 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));
@@ -244,6 +254,7 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
+ resolution: vec2<f32>,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -258,12 +269,12 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ let uv = p.xy / uniforms.resolution;
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);
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
}
}
return res / 25.0;
@@ -278,6 +289,7 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
+ resolution: vec2<f32>,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -292,7 +304,7 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ let uv = p.xy / uniforms.resolution;
var col = textureSample(txt, smplr, uv);
let thr = 0.5 + 0.3 * sin(uniforms.time);
if (col.r < thr) {
@@ -316,6 +328,7 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
+ resolution: vec2<f32>,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -330,7 +343,7 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ let uv = p.xy / uniforms.resolution;
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));
})";
@@ -344,6 +357,7 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
+ resolution: vec2<f32>,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -358,7 +372,7 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(1280.0, 720.0);
+ let uv = p.xy / uniforms.resolution;
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;
diff --git a/src/gpu/effects/solarize_effect.cc b/src/gpu/effects/solarize_effect.cc
index f8a7f33..a0bc971 100644
--- a/src/gpu/effects/solarize_effect.cc
+++ b/src/gpu/effects/solarize_effect.cc
@@ -9,7 +9,7 @@ SolarizeEffect::SolarizeEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: PostProcessEffect(device, queue) {
uniforms_ =
- gpu_create_buffer(device_, sizeof(float) * 4,
+ gpu_create_buffer(device_, sizeof(float) * 6,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
pipeline_ =
create_post_process_pipeline(device_, format, solarize_shader_wgsl);
@@ -17,8 +17,8 @@ SolarizeEffect::SolarizeEffect(WGPUDevice device, WGPUQueue queue,
void SolarizeEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
struct {
- float t, b, i, a;
- } u = {t, b, i, a};
+ float t, b, i, a, w, h;
+ } u = {t, b, i, a, (float)width_, (float)height_};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
PostProcessEffect::render(pass, t, b, i, a);
}