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 = textureSampleLevel(input_texture, input_sampler, sample_uv, 0.0); 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); }