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_step.wgsl | 75 +++++++++++++++++++++++++++++++ 1 file changed, 75 insertions(+) create mode 100644 rust/crates/gpu/src/shaders/jfa_step.wgsl (limited to 'rust/crates/gpu/src/shaders/jfa_step.wgsl') diff --git a/rust/crates/gpu/src/shaders/jfa_step.wgsl b/rust/crates/gpu/src/shaders/jfa_step.wgsl new file mode 100644 index 00000000..e20d7fb0 --- /dev/null +++ b/rust/crates/gpu/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; +@group(0) @binding(1) var input_sampler: sampler; +@group(1) @binding(0) var 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); +} -- cgit v1.3.1