From e579ae120290329fd697b50ea9138ffccb65a805 Mon Sep 17 00:00:00 2001 From: Maze Winther Date: Wed, 1 Apr 2026 13:57:32 +0200 Subject: feat: migrate GPU renderer from WebGL to wgpu/WASM --- rust/crates/gpu/src/shaders/jfa_distance.wgsl | 50 +++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) create mode 100644 rust/crates/gpu/src/shaders/jfa_distance.wgsl (limited to 'rust/crates/gpu/src/shaders/jfa_distance.wgsl') 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; +@group(0) @binding(1) var inside_sampler: sampler; +@group(1) @binding(0) var outside_texture: texture_2d; +@group(1) @binding(1) var outside_sampler: sampler; +@group(2) @binding(0) var 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); +} -- cgit v1.3.1