// 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; @group(0) @binding(1) var params: BlendParams; @group(0) @binding(2) var input_a: texture_2d; @group(0) @binding(3) var input_b: texture_2d; @group(0) @binding(4) var tex_sampler: sampler; @compute @workgroup_size(8, 8, 1) fn main(@builtin(global_invocation_id) id: vec3) { if (id.x >= params.width || id.y >= params.height) { return; } let uv = vec2(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); }