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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<f32>;
@group(0) @binding(1) var input_sampler: sampler;
@group(1) @binding(0) var<uniform> 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);
}
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