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| author | Maze Winther <mazewinther@gmail.com> | 2026-04-13 04:40:29 +0200 |
|---|---|---|
| committer | Maze Winther <mazewinther@gmail.com> | 2026-04-13 05:01:51 +0200 |
| commit | 8230faf082c405c9fd0fa640f4ce2284315782ae (patch) | |
| tree | e00bf694a83b4d14d6d56942ba89ba92402d854e /rust/crates/compositor/src/shaders/blend.wgsl | |
| parent | dbd68ff1396bf498eb97f095810b78d2bddd0011 (diff) | |
| download | opencut-8230faf082c405c9fd0fa640f4ce2284315782ae.tar.gz | |
feat: wasm compositor
Made-with: Cursor
Diffstat (limited to 'rust/crates/compositor/src/shaders/blend.wgsl')
| -rw-r--r-- | rust/crates/compositor/src/shaders/blend.wgsl | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/rust/crates/compositor/src/shaders/blend.wgsl b/rust/crates/compositor/src/shaders/blend.wgsl new file mode 100644 index 00000000..9cc0e120 --- /dev/null +++ b/rust/crates/compositor/src/shaders/blend.wgsl @@ -0,0 +1,142 @@ +struct VertexOutput { + @builtin(position) position: vec4f, + @location(0) tex_coord: vec2f, +} + +struct BlendUniforms { + blend_mode: u32, + _pad0: u32, + _pad1: u32, + _pad2: u32, +} + +@group(0) @binding(0) var base_texture: texture_2d<f32>; +@group(0) @binding(1) var base_sampler: sampler; +@group(1) @binding(0) var layer_texture: texture_2d<f32>; +@group(1) @binding(1) var layer_sampler: sampler; +@group(2) @binding(0) var<uniform> uniforms: BlendUniforms; + +fn clamp01(color: vec3f) -> vec3f { + return clamp(color, vec3f(0.0), vec3f(1.0)); +} + +fn lum(c: vec3f) -> f32 { + return dot(c, vec3f(0.3, 0.59, 0.11)); +} + +fn sat(c: vec3f) -> f32 { + return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b); +} + +fn clip_color(c: vec3f) -> vec3f { + var result = c; + let l = lum(result); + let n = min(min(result.r, result.g), result.b); + let x = max(max(result.r, result.g), result.b); + if (n < 0.0) { + result = l + ((result - l) * l) / (l - n); + } + if (x > 1.0) { + result = l + ((result - l) * (1.0 - l)) / (x - l); + } + return result; +} + +fn set_lum(c: vec3f, l: f32) -> vec3f { + return clip_color(c + (l - lum(c))); +} + +fn set_sat(color: vec3f, target_sat: f32) -> vec3f { + var result = color; + let max_value = max(max(result.r, result.g), result.b); + let min_value = min(min(result.r, result.g), result.b); + if (max_value <= min_value) { + return vec3f(0.0); + } + let scale = target_sat / (max_value - min_value); + result = (result - vec3f(min_value)) * scale; + return result; +} + +fn hard_light(base: vec3f, layer: vec3f) -> vec3f { + let low = 2.0 * base * layer; + let high = 1.0 - 2.0 * (1.0 - base) * (1.0 - layer); + return select(low, high, layer >= vec3f(0.5)); +} + +fn soft_light_channel(base: f32, layer: f32) -> f32 { + if (layer <= 0.5) { + return base - (1.0 - 2.0 * layer) * base * (1.0 - base); + } + + let d = select( + ((16.0 * base - 12.0) * base + 4.0) * base, + sqrt(base), + base > 0.25, + ); + return base + (2.0 * layer - 1.0) * (d - base); +} + +fn soft_light(base: vec3f, layer: vec3f) -> vec3f { + return vec3f( + soft_light_channel(base.r, layer.r), + soft_light_channel(base.g, layer.g), + soft_light_channel(base.b, layer.b), + ); +} + +fn color_dodge(base: vec3f, layer: vec3f) -> vec3f { + return select( + min(vec3f(1.0), base / max(vec3f(0.0001), vec3f(1.0) - layer)), + vec3f(1.0), + layer >= vec3f(1.0), + ); +} + +fn color_burn(base: vec3f, layer: vec3f) -> vec3f { + return select( + vec3f(1.0) - min(vec3f(1.0), (vec3f(1.0) - base) / max(vec3f(0.0001), layer)), + vec3f(0.0), + layer <= vec3f(0.0), + ); +} + +fn blend_rgb(base: vec3f, layer: vec3f, mode: u32) -> vec3f { + switch mode { + case 1u { return min(base, layer); } + case 2u { return base * layer; } + case 3u { return color_burn(base, layer); } + case 4u { return max(base, layer); } + case 5u { return 1.0 - (1.0 - base) * (1.0 - layer); } + case 6u { return min(vec3f(1.0), base + layer); } + case 7u { return color_dodge(base, layer); } + case 8u { return select( + 2.0 * base * layer, + 1.0 - 2.0 * (1.0 - base) * (1.0 - layer), + base >= vec3f(0.5), + ); } + case 9u { return soft_light(base, layer); } + case 10u { return hard_light(base, layer); } + case 11u { return abs(base - layer); } + case 12u { return base + layer - 2.0 * base * layer; } + case 13u { return set_lum(set_sat(layer, sat(base)), lum(base)); } + case 14u { return set_lum(set_sat(base, sat(layer)), lum(base)); } + case 15u { return set_lum(layer, lum(base)); } + case 16u { return set_lum(base, lum(layer)); } + default { return layer; } + } +} + +@fragment +fn fragment_main(input: VertexOutput) -> @location(0) vec4f { + let base = textureSample(base_texture, base_sampler, input.tex_coord); + let layer = textureSample(layer_texture, layer_sampler, input.tex_coord); + + let blend_rgb_value = blend_rgb(base.rgb, layer.rgb, uniforms.blend_mode); + let out_alpha = layer.a + base.a * (1.0 - layer.a); + let out_rgb = + ((1.0 - layer.a) * base.rgb) + + (layer.a * ((1.0 - base.a) * layer.rgb + base.a * blend_rgb_value)); + + return vec4f(clamp01(out_rgb), out_alpha); +} |
