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-rw-r--r--src/gpu/shaders.cc146
1 files changed, 146 insertions, 0 deletions
diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc
new file mode 100644
index 0000000..903b96e
--- /dev/null
+++ b/src/gpu/shaders.cc
@@ -0,0 +1,146 @@
+// This file is part of the 64k demo project.
+// It defines WGSL shader code for various effects.
+
+#include "demo_effects.h"
+
+#if defined(USE_TEST_ASSETS)
+
+#include "test_assets.h"
+
+#else
+
+#include "generated/assets.h"
+
+#endif
+
+#include "gpu/shader_composer.h"
+
+#include "util/asset_manager.h"
+
+void InitShaderComposer() {
+ auto& sc = ShaderComposer::Get();
+
+ auto register_if_exists = [&](const char* name, AssetId id) {
+ size_t size;
+
+ const char* data = (const char*)GetAsset(id, &size);
+
+ if (data) {
+ sc.RegisterSnippet(name, std::string(data, size));
+ }
+ };
+
+ register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS);
+ register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
+ register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
+ register_if_exists("math/common_utils",
+ AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
+ register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE);
+ register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS);
+ register_if_exists("render/scene_query_bvh",
+ AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH);
+ register_if_exists("render/scene_query_linear",
+ AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR);
+ register_if_exists("render/lighting_utils",
+ AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS);
+ register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH);
+
+ register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES);
+
+ register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING);
+
+ register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX);
+ register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE);
+
+ register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
+ register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
+ register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
+ register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
+ register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
+ register_if_exists("cnn_weights_generated",
+ AssetId::ASSET_SHADER_CNN_WEIGHTS);
+
+#if !defined(STRIP_ALL)
+ sc.VerifyIncludes();
+#endif
+}
+
+// Helper to get asset string or empty string
+
+static const char* SafeGetAsset(AssetId id) {
+ const uint8_t* data = GetAsset(id);
+
+ return data ? (const char*)data : "";
+}
+
+const char* main_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_MAIN);
+
+const char* particle_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);
+
+const char* particle_render_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);
+
+const char* passthrough_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH);
+
+const char* ellipse_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_ELLIPSE);
+
+const char* particle_spray_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE);
+
+const char* gaussian_blur_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR);
+
+const char* solarize_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE);
+
+const char* scene1_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
+
+const char* distort_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_DISTORT);
+
+const char* chroma_aberration_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION);
+
+const char* cnn_layer_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);
+
+const char* gen_noise_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE);
+
+const char* gen_perlin_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN);
+
+const char* gen_grid_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID);
+
+#if !defined(STRIP_GPU_COMPOSITE)
+const char* gen_blend_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND);
+
+const char* gen_mask_compute_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK);
+#endif
+
+const char* vignette_shader_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_VIGNETTE);