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Add the Pixel Preview render mode (#3881)
* Add pixel preview render mode * Fix fmt * Remove unused sampler * Remove unnecessary mutex * Code review --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -0,0 +1,51 @@
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// =============
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// VERTEX SHADER
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// =============
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var out: VertexOutput;
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let pos = array(
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vec2f(-1.0, -1.0),
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vec2f(3.0, -1.0),
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vec2f(-1.0, 3.0),
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);
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let xy = pos[vertex_index];
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out.clip_position = vec4f(xy, 0.0, 1.0);
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let coords = xy / 2. + 0.5;
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out.tex_coords = vec2f(coords.x, 1. - coords.y);
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return out;
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}
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// ===============
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// FRAGMENT SHADER
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// ===============
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@group(0) @binding(0)
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var t_source: texture_2d<f32>;
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struct Params {
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matrix: mat2x2<f32>,
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translation: vec2<f32>,
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_pad: vec2<f32>,
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};
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// We need to use a uniform buffer for the params because push constants are not supported on web
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@group(0) @binding(1)
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var<uniform> params: Params;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let position = params.matrix * in.tex_coords + params.translation;
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let texel = vec2<i32>(floor(position));
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let texture_size = vec2<i32>(textureDimensions(t_source));
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if (texel.x >= 0 && texel.x < texture_size.x && texel.y >= 0 && texel.y < texture_size.y) {
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return textureLoad(t_source, texel, 0);
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}
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return vec4<f32>(0.0);
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}
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