summaryrefslogtreecommitdiff
path: root/rust/crates/masks
diff options
context:
space:
mode:
authorMaze Winther <mazewinther@gmail.com>2026-04-07 01:09:13 +0200
committerMaze Winther <mazewinther@gmail.com>2026-04-07 01:09:13 +0200
commite4b67094e757917588fb624a30aa046667403add (patch)
tree55452692eac69a5a63b58f2a5cdb701dd7023d68 /rust/crates/masks
parent79df73643185c02493364a077402726d1fa7b9ec (diff)
downloadopencut-e4b67094e757917588fb624a30aa046667403add.tar.gz
refactor: split effects and masks into dedicated rust crates, introduce MediaTime and FrameRate
Diffstat (limited to 'rust/crates/masks')
-rw-r--r--rust/crates/masks/Cargo.toml13
-rw-r--r--rust/crates/masks/src/feather.rs263
-rw-r--r--rust/crates/masks/src/masks.rs5
-rw-r--r--rust/crates/masks/src/sdf.rs308
-rw-r--r--rust/crates/masks/src/shaders/jfa_distance.wgsl50
-rw-r--r--rust/crates/masks/src/shaders/jfa_init.wgsl35
-rw-r--r--rust/crates/masks/src/shaders/jfa_step.wgsl75
7 files changed, 749 insertions, 0 deletions
diff --git a/rust/crates/masks/Cargo.toml b/rust/crates/masks/Cargo.toml
new file mode 100644
index 00000000..58e10712
--- /dev/null
+++ b/rust/crates/masks/Cargo.toml
@@ -0,0 +1,13 @@
+[package]
+name = "masks"
+version = "0.1.0"
+edition = "2024"
+
+[lib]
+path = "src/masks.rs"
+crate-type = ["rlib"]
+
+[dependencies]
+bytemuck = { version = "1.25.0", features = ["derive"] }
+gpu = { version = "0.1.0", path = "../gpu" }
+wgpu = "29.0.1"
diff --git a/rust/crates/masks/src/feather.rs b/rust/crates/masks/src/feather.rs
new file mode 100644
index 00000000..e58572f4
--- /dev/null
+++ b/rust/crates/masks/src/feather.rs
@@ -0,0 +1,263 @@
+use bytemuck::{Pod, Zeroable};
+use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
+use wgpu::util::DeviceExt;
+
+use crate::SdfPipeline;
+
+const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
+
+pub struct ApplyMaskFeatherOptions<'a> {
+ pub mask: &'a wgpu::Texture,
+ pub width: u32,
+ pub height: u32,
+ pub feather: f32,
+}
+
+pub struct MaskFeatherPipeline {
+ sdf_pipeline: SdfPipeline,
+ inside_texture_bind_group_layout: wgpu::BindGroupLayout,
+ outside_texture_bind_group_layout: wgpu::BindGroupLayout,
+ uniform_bind_group_layout: wgpu::BindGroupLayout,
+ distance_pipeline: wgpu::RenderPipeline,
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Pod, Zeroable)]
+struct DistanceUniformBuffer {
+ resolution: [f32; 2],
+ feather_half: f32,
+ _padding: f32,
+}
+
+impl MaskFeatherPipeline {
+ pub fn new(context: &GpuContext) -> Self {
+ let device = context.device();
+ let inside_texture_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("gpu-mask-distance-inside-layout"),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ multisampled: false,
+ view_dimension: wgpu::TextureViewDimension::D2,
+ sample_type: wgpu::TextureSampleType::Float { filterable: true },
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
+ count: None,
+ },
+ ],
+ });
+ let outside_texture_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("gpu-mask-distance-outside-layout"),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ multisampled: false,
+ view_dimension: wgpu::TextureViewDimension::D2,
+ sample_type: wgpu::TextureSampleType::Float { filterable: true },
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
+ count: None,
+ },
+ ],
+ });
+ let uniform_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("gpu-mask-distance-uniform-layout"),
+ entries: &[wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: false,
+ min_binding_size: None,
+ },
+ count: None,
+ }],
+ });
+ let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("gpu-mask-distance-pipeline-layout"),
+ bind_group_layouts: &[
+ Some(&inside_texture_bind_group_layout),
+ Some(&outside_texture_bind_group_layout),
+ Some(&uniform_bind_group_layout),
+ ],
+ immediate_size: 0,
+ });
+ let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-mask-distance-fullscreen-shader"),
+ source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
+ });
+ let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-mask-distance-fragment-shader"),
+ source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
+ });
+ let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("gpu-mask-distance-pipeline"),
+ layout: Some(&pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &vertex_shader_module,
+ entry_point: Some("vertex_main"),
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<[f32; 2]>() as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &[wgpu::VertexAttribute {
+ format: wgpu::VertexFormat::Float32x2,
+ offset: 0,
+ shader_location: 0,
+ }],
+ }],
+ compilation_options: wgpu::PipelineCompilationOptions::default(),
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &fragment_shader_module,
+ entry_point: Some("fragment_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: GPU_TEXTURE_FORMAT,
+ blend: None,
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ compilation_options: wgpu::PipelineCompilationOptions::default(),
+ }),
+ primitive: wgpu::PrimitiveState::default(),
+ depth_stencil: None,
+ multisample: wgpu::MultisampleState::default(),
+ multiview_mask: None,
+ cache: None,
+ });
+
+ Self {
+ sdf_pipeline: SdfPipeline::new(context),
+ inside_texture_bind_group_layout,
+ outside_texture_bind_group_layout,
+ uniform_bind_group_layout,
+ distance_pipeline,
+ }
+ }
+
+ pub fn apply_mask_feather(
+ &self,
+ context: &GpuContext,
+ ApplyMaskFeatherOptions {
+ mask,
+ width,
+ height,
+ feather,
+ }: ApplyMaskFeatherOptions<'_>,
+ ) -> wgpu::Texture {
+ let sdf = self
+ .sdf_pipeline
+ .compute_signed_distance_field(context, mask, width, height);
+ let output_texture = context.create_render_texture(width, height, "masks-feather-output");
+ let inside_view = sdf
+ .inside_texture
+ .create_view(&wgpu::TextureViewDescriptor::default());
+ let outside_view = sdf
+ .outside_texture
+ .create_view(&wgpu::TextureViewDescriptor::default());
+ let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
+ let inside_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("gpu-mask-distance-inside-bind-group"),
+ layout: &self.inside_texture_bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&inside_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
+ },
+ ],
+ });
+ let outside_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("gpu-mask-distance-outside-bind-group"),
+ layout: &self.outside_texture_bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&outside_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
+ },
+ ],
+ });
+ let uniform_buffer =
+ context
+ .device()
+ .create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("gpu-mask-distance-uniform-buffer"),
+ contents: bytemuck::bytes_of(&DistanceUniformBuffer {
+ resolution: [width as f32, height as f32],
+ feather_half: feather / 2.0,
+ _padding: 0.0,
+ }),
+ usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ });
+ let uniform_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("gpu-mask-distance-uniform-bind-group"),
+ layout: &self.uniform_bind_group_layout,
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: uniform_buffer.as_entire_binding(),
+ }],
+ });
+ let mut encoder =
+ context
+ .device()
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("gpu-mask-distance-command-encoder"),
+ });
+
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("gpu-mask-distance-render-pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &output_view,
+ resolve_target: None,
+ depth_slice: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
+ store: wgpu::StoreOp::Store,
+ },
+ })],
+ depth_stencil_attachment: None,
+ occlusion_query_set: None,
+ timestamp_writes: None,
+ multiview_mask: None,
+ });
+ render_pass.set_pipeline(&self.distance_pipeline);
+ render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
+ render_pass.set_bind_group(0, &inside_bind_group, &[]);
+ render_pass.set_bind_group(1, &outside_bind_group, &[]);
+ render_pass.set_bind_group(2, &uniform_bind_group, &[]);
+ render_pass.draw(0..6, 0..1);
+ }
+
+ context.queue().submit([encoder.finish()]);
+ output_texture
+ }
+}
diff --git a/rust/crates/masks/src/masks.rs b/rust/crates/masks/src/masks.rs
new file mode 100644
index 00000000..2bf33342
--- /dev/null
+++ b/rust/crates/masks/src/masks.rs
@@ -0,0 +1,5 @@
+mod feather;
+mod sdf;
+
+pub use feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline};
+pub use sdf::{SdfPipeline, SignedDistanceFieldTextures};
diff --git a/rust/crates/masks/src/sdf.rs b/rust/crates/masks/src/sdf.rs
new file mode 100644
index 00000000..0e7ec01a
--- /dev/null
+++ b/rust/crates/masks/src/sdf.rs
@@ -0,0 +1,308 @@
+use bytemuck::{Pod, Zeroable};
+use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
+use wgpu::util::DeviceExt;
+
+const JFA_INIT_SHADER_SOURCE: &str = include_str!("shaders/jfa_init.wgsl");
+const JFA_STEP_SHADER_SOURCE: &str = include_str!("shaders/jfa_step.wgsl");
+
+pub struct SignedDistanceFieldTextures {
+ pub inside_texture: wgpu::Texture,
+ pub outside_texture: wgpu::Texture,
+}
+
+pub struct SdfPipeline {
+ texture_bind_group_layout: wgpu::BindGroupLayout,
+ uniform_bind_group_layout: wgpu::BindGroupLayout,
+ init_pipeline: wgpu::RenderPipeline,
+ step_pipeline: wgpu::RenderPipeline,
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Pod, Zeroable)]
+struct JfaInitUniformBuffer {
+ resolution: [f32; 2],
+ invert: f32,
+ _padding: f32,
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Pod, Zeroable)]
+struct JfaStepUniformBuffer {
+ resolution: [f32; 2],
+ step_size: f32,
+ _padding: f32,
+}
+
+impl SdfPipeline {
+ pub fn new(context: &GpuContext) -> Self {
+ let device = context.device();
+ let texture_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("gpu-sdf-texture-bind-group-layout"),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ multisampled: false,
+ view_dimension: wgpu::TextureViewDimension::D2,
+ sample_type: wgpu::TextureSampleType::Float { filterable: true },
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
+ count: None,
+ },
+ ],
+ });
+ let uniform_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("gpu-sdf-uniform-bind-group-layout"),
+ entries: &[wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: false,
+ min_binding_size: None,
+ },
+ count: None,
+ }],
+ });
+ let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("gpu-sdf-pipeline-layout"),
+ bind_group_layouts: &[
+ Some(&texture_bind_group_layout),
+ Some(&uniform_bind_group_layout),
+ ],
+ immediate_size: 0,
+ });
+ let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-sdf-fullscreen-shader"),
+ source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
+ });
+ let init_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-jfa-init-shader"),
+ source: wgpu::ShaderSource::Wgsl(JFA_INIT_SHADER_SOURCE.into()),
+ });
+ let step_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-jfa-step-shader"),
+ source: wgpu::ShaderSource::Wgsl(JFA_STEP_SHADER_SOURCE.into()),
+ });
+ let init_pipeline = create_pipeline(
+ device,
+ "gpu-jfa-init-pipeline",
+ &pipeline_layout,
+ &vertex_shader_module,
+ &init_shader_module,
+ );
+ let step_pipeline = create_pipeline(
+ device,
+ "gpu-jfa-step-pipeline",
+ &pipeline_layout,
+ &vertex_shader_module,
+ &step_shader_module,
+ );
+
+ Self {
+ texture_bind_group_layout,
+ uniform_bind_group_layout,
+ init_pipeline,
+ step_pipeline,
+ }
+ }
+
+ pub fn compute_signed_distance_field(
+ &self,
+ context: &GpuContext,
+ source_texture: &wgpu::Texture,
+ width: u32,
+ height: u32,
+ ) -> SignedDistanceFieldTextures {
+ SignedDistanceFieldTextures {
+ inside_texture: self.run_jfa(context, source_texture, width, height, false),
+ outside_texture: self.run_jfa(context, source_texture, width, height, true),
+ }
+ }
+
+ fn run_jfa(
+ &self,
+ context: &GpuContext,
+ source_texture: &wgpu::Texture,
+ width: u32,
+ height: u32,
+ is_inverted: bool,
+ ) -> wgpu::Texture {
+ let ping_texture = context.create_render_texture(width, height, "gpu-jfa-ping-texture");
+ let pong_texture = context.create_render_texture(width, height, "gpu-jfa-pong-texture");
+
+ self.run_pass(
+ context,
+ source_texture,
+ &ping_texture,
+ &self.init_pipeline,
+ bytemuck::bytes_of(&JfaInitUniformBuffer {
+ resolution: [width as f32, height as f32],
+ invert: if is_inverted { 1.0 } else { 0.0 },
+ _padding: 0.0,
+ }),
+ );
+
+ let mut source_is_ping = true;
+ let steps = (width.max(height) as f32).log2().ceil() as u32;
+ for step_index in (0..steps).rev() {
+ let step_size = 2u32.pow(step_index).max(1);
+ let input_texture = if source_is_ping {
+ &ping_texture
+ } else {
+ &pong_texture
+ };
+ let output_texture = if source_is_ping {
+ &pong_texture
+ } else {
+ &ping_texture
+ };
+ self.run_pass(
+ context,
+ input_texture,
+ output_texture,
+ &self.step_pipeline,
+ bytemuck::bytes_of(&JfaStepUniformBuffer {
+ resolution: [width as f32, height as f32],
+ step_size: step_size as f32,
+ _padding: 0.0,
+ }),
+ );
+ source_is_ping = !source_is_ping;
+ }
+
+ if source_is_ping {
+ ping_texture
+ } else {
+ pong_texture
+ }
+ }
+
+ fn run_pass(
+ &self,
+ context: &GpuContext,
+ input_texture: &wgpu::Texture,
+ output_texture: &wgpu::Texture,
+ pipeline: &wgpu::RenderPipeline,
+ uniform_buffer_bytes: &[u8],
+ ) {
+ let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
+ let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
+ let texture_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("gpu-sdf-texture-bind-group"),
+ layout: &self.texture_bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&input_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
+ },
+ ],
+ });
+ let uniform_buffer =
+ context
+ .device()
+ .create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("gpu-sdf-uniform-buffer"),
+ contents: uniform_buffer_bytes,
+ usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ });
+ let uniform_bind_group = context
+ .device()
+ .create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("gpu-sdf-uniform-bind-group"),
+ layout: &self.uniform_bind_group_layout,
+ entries: &[wgpu::BindGroupEntry {
+ binding: 0,
+ resource: uniform_buffer.as_entire_binding(),
+ }],
+ });
+ let mut encoder =
+ context
+ .device()
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("gpu-sdf-command-encoder"),
+ });
+
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("gpu-sdf-render-pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &output_view,
+ resolve_target: None,
+ depth_slice: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
+ store: wgpu::StoreOp::Store,
+ },
+ })],
+ depth_stencil_attachment: None,
+ occlusion_query_set: None,
+ timestamp_writes: None,
+ multiview_mask: None,
+ });
+ render_pass.set_pipeline(pipeline);
+ render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
+ render_pass.set_bind_group(0, &texture_bind_group, &[]);
+ render_pass.set_bind_group(1, &uniform_bind_group, &[]);
+ render_pass.draw(0..6, 0..1);
+ }
+
+ context.queue().submit([encoder.finish()]);
+ }
+}
+
+fn create_pipeline(
+ device: &wgpu::Device,
+ label: &'static str,
+ layout: &wgpu::PipelineLayout,
+ vertex_shader_module: &wgpu::ShaderModule,
+ fragment_shader_module: &wgpu::ShaderModule,
+) -> wgpu::RenderPipeline {
+ device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some(label),
+ layout: Some(layout),
+ vertex: wgpu::VertexState {
+ module: vertex_shader_module,
+ entry_point: Some("vertex_main"),
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<[f32; 2]>() as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &[wgpu::VertexAttribute {
+ format: wgpu::VertexFormat::Float32x2,
+ offset: 0,
+ shader_location: 0,
+ }],
+ }],
+ compilation_options: wgpu::PipelineCompilationOptions::default(),
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: fragment_shader_module,
+ entry_point: Some("fragment_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: GPU_TEXTURE_FORMAT,
+ blend: None,
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ compilation_options: wgpu::PipelineCompilationOptions::default(),
+ }),
+ primitive: wgpu::PrimitiveState::default(),
+ depth_stencil: None,
+ multisample: wgpu::MultisampleState::default(),
+ multiview_mask: None,
+ cache: None,
+ })
+}
diff --git a/rust/crates/masks/src/shaders/jfa_distance.wgsl b/rust/crates/masks/src/shaders/jfa_distance.wgsl
new file mode 100644
index 00000000..e65a7023
--- /dev/null
+++ b/rust/crates/masks/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);
+}
diff --git a/rust/crates/masks/src/shaders/jfa_init.wgsl b/rust/crates/masks/src/shaders/jfa_init.wgsl
new file mode 100644
index 00000000..29aa38c7
--- /dev/null
+++ b/rust/crates/masks/src/shaders/jfa_init.wgsl
@@ -0,0 +1,35 @@
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) tex_coord: vec2f,
+}
+
+struct JfaInitUniforms {
+ resolution: vec2f,
+ invert: f32,
+ _padding: f32,
+}
+
+@group(0) @binding(0) var input_texture: texture_2d<f32>;
+@group(0) @binding(1) var input_sampler: sampler;
+@group(1) @binding(0) var<uniform> uniforms: JfaInitUniforms;
+
+fn encode_seed(seed: vec2f) -> vec4f {
+ let x_hi = floor(seed.x / 256.0);
+ let x_lo = seed.x - (x_hi * 256.0);
+ let y_hi = floor(seed.y / 256.0);
+ let y_lo = seed.y - (y_hi * 256.0);
+ return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
+}
+
+@fragment
+fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
+ let mask = textureSample(input_texture, input_sampler, input.tex_coord).r;
+ let is_seed = select(mask > 0.5, mask < 0.5, uniforms.invert > 0.5);
+
+ if (is_seed) {
+ let pixel_coord = floor(input.tex_coord * uniforms.resolution);
+ return encode_seed(pixel_coord);
+ }
+
+ return vec4f(1.0, 1.0, 1.0, 1.0);
+}
diff --git a/rust/crates/masks/src/shaders/jfa_step.wgsl b/rust/crates/masks/src/shaders/jfa_step.wgsl
new file mode 100644
index 00000000..e20d7fb0
--- /dev/null
+++ b/rust/crates/masks/src/shaders/jfa_step.wgsl
@@ -0,0 +1,75 @@
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) tex_coord: vec2f,
+}
+
+struct JfaStepUniforms {
+ resolution: vec2f,
+ step_size: f32,
+ _padding: f32,
+}
+
+@group(0) @binding(0) var input_texture: texture_2d<f32>;
+@group(0) @binding(1) var input_sampler: sampler;
+@group(1) @binding(0) var<uniform> uniforms: JfaStepUniforms;
+
+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 encode_seed(seed: vec2f) -> vec4f {
+ let x_hi = floor(seed.x / 256.0);
+ let x_lo = seed.x - (x_hi * 256.0);
+ let y_hi = floor(seed.y / 256.0);
+ let y_lo = seed.y - (y_hi * 256.0);
+ return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
+}
+
+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 texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
+
+ var best_distance = 10000000000.0;
+ var best_seed = vec2f(65535.0, 65535.0);
+
+ for (var y = -1; y <= 1; y = y + 1) {
+ for (var x = -1; x <= 1; x = x + 1) {
+ let offset = vec2f(f32(x), f32(y)) * uniforms.step_size;
+ let sample_uv = input.tex_coord + (offset * texel_size);
+
+ if (
+ sample_uv.x < 0.0 ||
+ sample_uv.x > 1.0 ||
+ sample_uv.y < 0.0 ||
+ sample_uv.y > 1.0
+ ) {
+ continue;
+ }
+
+ let encoded = textureSample(input_texture, input_sampler, sample_uv);
+ if (is_no_seed(encoded)) {
+ continue;
+ }
+
+ let seed = decode_seed(encoded);
+ let distance_to_seed = distance(pixel_coord, seed);
+ if (distance_to_seed < best_distance) {
+ best_distance = distance_to_seed;
+ best_seed = seed;
+ }
+ }
+ }
+
+ if (best_distance < 1000000000.0) {
+ return encode_seed(best_seed);
+ }
+
+ return vec4f(1.0, 1.0, 1.0, 1.0);
+}