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authorMaze Winther <mazewinther@gmail.com>2026-04-01 13:57:32 +0200
committerMaze Winther <mazewinther@gmail.com>2026-04-01 13:57:32 +0200
commite579ae120290329fd697b50ea9138ffccb65a805 (patch)
tree12a63ee60b00e5004a1806ddf3ebd70c012e3e28 /rust/crates/gpu/src/shaders/jfa_distance.wgsl
parentb048b739bd598f9d9ff97166f29bcb6e37c40607 (diff)
downloadopencut-e579ae120290329fd697b50ea9138ffccb65a805.tar.gz
feat: migrate GPU renderer from WebGL to wgpu/WASM
Diffstat (limited to 'rust/crates/gpu/src/shaders/jfa_distance.wgsl')
-rw-r--r--rust/crates/gpu/src/shaders/jfa_distance.wgsl50
1 files changed, 50 insertions, 0 deletions
diff --git a/rust/crates/gpu/src/shaders/jfa_distance.wgsl b/rust/crates/gpu/src/shaders/jfa_distance.wgsl
new file mode 100644
index 00000000..e65a7023
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/jfa_distance.wgsl
@@ -0,0 +1,50 @@
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) tex_coord: vec2f,
+}
+
+struct DistanceUniforms {
+ resolution: vec2f,
+ feather_half: f32,
+ _padding: f32,
+}
+
+@group(0) @binding(0) var inside_texture: texture_2d<f32>;
+@group(0) @binding(1) var inside_sampler: sampler;
+@group(1) @binding(0) var outside_texture: texture_2d<f32>;
+@group(1) @binding(1) var outside_sampler: sampler;
+@group(2) @binding(0) var<uniform> uniforms: DistanceUniforms;
+
+fn decode_seed(encoded: vec4f) -> vec2f {
+ let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
+ let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
+ return vec2f(x, y);
+}
+
+fn is_no_seed(encoded: vec4f) -> bool {
+ return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
+}
+
+@fragment
+fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
+ let pixel_coord = floor(input.tex_coord * uniforms.resolution);
+ let inside_encoded = textureSample(inside_texture, inside_sampler, input.tex_coord);
+ let outside_encoded = textureSample(outside_texture, outside_sampler, input.tex_coord);
+
+ let has_inside = !is_no_seed(inside_encoded);
+ let has_outside = !is_no_seed(outside_encoded);
+ let distance_to_inside = select(
+ 100000.0,
+ distance(pixel_coord, decode_seed(inside_encoded)),
+ has_inside,
+ );
+ let distance_to_outside = select(
+ 100000.0,
+ distance(pixel_coord, decode_seed(outside_encoded)),
+ has_outside,
+ );
+ let signed_distance = distance_to_outside - distance_to_inside;
+ let alpha = smoothstep(-uniforms.feather_half, uniforms.feather_half, signed_distance);
+
+ return vec4f(alpha, alpha, alpha, alpha);
+}