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@ -19,6 +19,25 @@ fn linear_from_srgb(srgb: vec3<f32>) -> vec3<f32> { |
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return select(higher, lower, cutoff); |
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return select(higher, lower, cutoff); |
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} |
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} |
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// [u8; 4] SRGB as u32 -> [r, g, b, a] |
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fn unpack_color(color: u32) -> vec4<f32> { |
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return vec4<f32>( |
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f32(color & 255u), |
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f32((color >> 8u) & 255u), |
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f32((color >> 16u) & 255u), |
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f32((color >> 24u) & 255u), |
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); |
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} |
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fn position_from_screen(screen_pos: vec2<f32>) -> vec4<f32> { |
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return vec4<f32>( |
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2.0 * screen_pos.x / r_locals.screen_size.x - 1.0, |
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1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y, |
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0.0, |
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1.0, |
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); |
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} |
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[[stage(vertex)]] |
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[[stage(vertex)]] |
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fn vs_main( |
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fn vs_main( |
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[[location(0)]] a_pos: vec2<f32>, |
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[[location(0)]] a_pos: vec2<f32>, |
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@ -27,23 +46,9 @@ fn vs_main( |
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) -> VertexOutput { |
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) -> VertexOutput { |
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var out: VertexOutput; |
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var out: VertexOutput; |
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out.tex_coord = a_tex_coord; |
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out.tex_coord = a_tex_coord; |
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let color = unpack_color(a_color); |
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// [u8; 4] SRGB as u32 -> [r, g, b, a] |
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let color = vec4<f32>( |
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f32(a_color & 255u), |
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f32((a_color >> 8u) & 255u), |
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f32((a_color >> 16u) & 255u), |
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f32((a_color >> 24u) & 255u), |
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); |
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out.color = vec4<f32>(linear_from_srgb(color.rgb), color.a / 255.0); |
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out.color = vec4<f32>(linear_from_srgb(color.rgb), color.a / 255.0); |
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out.position = position_from_screen(a_pos); |
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out.position = vec4<f32>( |
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2.0 * a_pos.x / r_locals.screen_size.x - 1.0, |
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1.0 - 2.0 * a_pos.y / r_locals.screen_size.y, |
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0.0, |
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1.0, |
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); |
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return out; |
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return out; |
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} |
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} |
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@ -55,23 +60,9 @@ fn vs_conv_main( |
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) -> VertexOutput { |
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) -> VertexOutput { |
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var out: VertexOutput; |
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var out: VertexOutput; |
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out.tex_coord = a_tex_coord; |
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out.tex_coord = a_tex_coord; |
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let color = unpack_color(a_color); |
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// [u8; 4] SRGB as u32 -> [r, g, b, a] |
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let color = vec4<f32>( |
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f32(a_color & 255u), |
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f32((a_color >> 8u) & 255u), |
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f32((a_color >> 16u) & 255u), |
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f32((a_color >> 24u) & 255u), |
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); |
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out.color = vec4<f32>(color.rgba / 255.0); |
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out.color = vec4<f32>(color.rgba / 255.0); |
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out.position = position_from_screen(a_pos); |
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out.position = vec4<f32>( |
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2.0 * a_pos.x / r_locals.screen_size.x - 1.0, |
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1.0 - 2.0 * a_pos.y / r_locals.screen_size.y, |
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0.0, |
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1.0, |
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); |
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return out; |
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return out; |
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} |
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} |
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