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* Extract CEF rendered UI into a separate process and crate * Review * Review * Review * Review * Remove necessary workarounds * Block on frame copy ack * Crop and resample frames correctly * Skip blank frames * Fix deps * Fix fmt * Fix clippy warning * Review * Fix todo
78 lines
3.0 KiB
WebGPU Shading Language
78 lines
3.0 KiB
WebGPU Shading Language
// =============
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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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struct Immediates {
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content_origin: vec2<f32>,
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content_size: vec2<f32>,
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};
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var<immediate> immediates: Immediates;
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@group(0) @binding(0)
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var t_frame: texture_2d<f32>;
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@group(0) @binding(1)
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var s_frame: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let sample_pos = in.tex_coords * immediates.content_size;
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let nearest = floor(sample_pos - 0.5) + 0.5;
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let t = sample_pos - nearest;
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// Catmull-Rom spline interpolation based sampeling
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// See https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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let weight_before = t * (-0.5 + t * (1.0 - 0.5 * t));
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let weight_nearest = 1.0 + t * t * (-2.5 + 1.5 * t);
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let weight_next = t * (0.5 + t * (2.0 - 1.5 * t));
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let weight_after = t * t * (-0.5 + 0.5 * t);
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let weight_middle = weight_nearest + weight_next;
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let middle = nearest + weight_next / weight_middle;
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let frame_size = vec2<f32>(textureDimensions(t_frame));
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let content_min = vec2<f32>(0.5);
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let content_max = immediates.content_size - 0.5;
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let uv_before = (immediates.content_origin + clamp(nearest - 1.0, content_min, content_max)) / frame_size;
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let uv_middle = (immediates.content_origin + clamp(middle, content_min, content_max)) / frame_size;
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let uv_after = (immediates.content_origin + clamp(nearest + 2.0, content_min, content_max)) / frame_size;
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var color = vec4<f32>(0.0);
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_before.x, uv_before.y), 0.0) * weight_before.x * weight_before.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_middle.x, uv_before.y), 0.0) * weight_middle.x * weight_before.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_after.x, uv_before.y), 0.0) * weight_after.x * weight_before.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_before.x, uv_middle.y), 0.0) * weight_before.x * weight_middle.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_middle.x, uv_middle.y), 0.0) * weight_middle.x * weight_middle.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_after.x, uv_middle.y), 0.0) * weight_after.x * weight_middle.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_before.x, uv_after.y), 0.0) * weight_before.x * weight_after.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_middle.x, uv_after.y), 0.0) * weight_middle.x * weight_after.y;
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color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_after.x, uv_after.y), 0.0) * weight_after.x * weight_after.y;
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return clamp(color, vec4<f32>(0.0), vec4<f32>(1.0));
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}
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