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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<f32>;
@group(0) @binding(1) var input_sampler: sampler;
@group(1) @binding(0) var<uniform> 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 above = mask > 0.5;
let below = mask < 0.5;
let inverted = uniforms.invert > 0.5;
let is_seed = select(above, below, inverted);
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);
}
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