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-rw-r--r--rust/crates/masks/src/shaders/jfa_step.wgsl75
1 files changed, 75 insertions, 0 deletions
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);
+}