// Uniform
//@block
struct BackingUnform {
enable_scan_lines: f32,
enable_screen_burn: f32,
padding: vec2<f32>,
screen_burn_color: vec4<f32>,
};
@group(1)
@binding(0)
var<uniform> post_process: BackingUnform;
// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
};
struct VertexOutput{
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(model.position, 1.0);
out.tex_coords = model.tex_coords;
return out;
}
// Fragment shader
@group(0)
@binding(0)
var t_font: texture_2d<f32>;
@group(0)@
binding(1)
var s_font: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let base = textureSample(t_font, s_font, in.tex_coords);
if (post_process.enable_scan_lines > 0.0) {
let scan_line : f32 = (in.clip_position.y % 2.0) * 0.25;
let scan_color : vec3<f32> = base.rgb - scan_line;
if (base.r < 0.1 && base.g < 0.1 && base.b < 0.1) {
if (post_process.enable_screen_burn > 0.0) {
let dist : f32 = (1.0 - distance(
vec2<f32>(in.tex_coords.x, in.tex_coords.y),
vec2<f32>(0.5,0.5)
)) * 0.05;
return vec4<f32>(
dist * post_process.screen_burn_color.rgb,
1.0
);
} else {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
}
return vec4<f32>(scan_color, 1.0);
}
return base;
// let col : vec4<f32> = textureSample(t_font, s_font, in.tex_coords);
// If there are no post effects
// if (post_process.enable_scan_lines < 1.0) {
// return col;
// }
// let scan_line : f32 = (in.clip_position.y % 2.0) * 0.25;
// let scan_color : vec3<f32> = col.rgb;
// if (col.r < 0.1 && col.g < 0.1 && col.b < 0.1) {
// Background pixel
// } else {
// Foreground pixel
// return vec4<f32>(scan_color, 1.0);
// }
// return col;
}