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; @group(0) @binding(1) var input_sampler: sampler; @group(1) @binding(0) var 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); }