nightshade 0.13.3

A cross-platform data-oriented game engine.
Documentation
const TONEMAP_ACES: u32 = 0u;
const TONEMAP_REINHARD: u32 = 1u;
const TONEMAP_REINHARD_EXTENDED: u32 = 2u;
const TONEMAP_UNCHARTED2: u32 = 3u;
const TONEMAP_AGX: u32 = 4u;
const TONEMAP_NEUTRAL: u32 = 5u;
const TONEMAP_NONE: u32 = 6u;

struct PostProcessParams {
    bloom_enabled: f32,
    bloom_intensity: f32,
    letterbox_amount: f32,
    gamma: f32,
    saturation: f32,
    brightness: f32,
    contrast: f32,
    tonemap_algorithm: u32,
    ssao_enabled: f32,
    texture_debug_stripes: u32,
    time: f32,
    texture_debug_stripes_speed: f32,
    ssgi_enabled: f32,
    ssgi_intensity: f32,
    ssao_visualization: f32,
    ssr_enabled: f32,
}

@group(0) @binding(0) var hdr_texture: texture_2d<f32>;
@group(0) @binding(1) var hdr_sampler: sampler;
@group(0) @binding(2) var<uniform> params: PostProcessParams;
@group(0) @binding(3) var bloom_texture: texture_2d<f32>;
@group(0) @binding(4) var bloom_sampler: sampler;
@group(0) @binding(5) var ssao_texture: texture_2d<f32>;
@group(0) @binding(6) var ssao_sampler: sampler;
@group(0) @binding(7) var ssgi_texture: texture_2d<f32>;
@group(0) @binding(8) var ssgi_sampler: sampler;
@group(0) @binding(9) var ssr_texture: texture_2d<f32>;
@group(0) @binding(10) var ssr_sampler: sampler;

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) uv: vec2<f32>,
}

@vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
    let uv = vec2<f32>(
        f32((vertex_index << 1u) & 2u),
        f32(vertex_index & 2u)
    );
    let clip_position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);

    var out: VertexOutput;
    out.clip_position = clip_position;
    out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
    return out;
}

fn tonemap_aces(color: vec3<f32>) -> vec3<f32> {
    let a = 2.51;
    let b = 0.03;
    let c = 2.43;
    let d = 0.59;
    let e = 0.14;
    return clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));
}

fn tonemap_reinhard(color: vec3<f32>) -> vec3<f32> {
    return color / (color + vec3<f32>(1.0));
}

fn tonemap_reinhard_extended(color: vec3<f32>) -> vec3<f32> {
    let max_white = 4.0;
    let numerator = color * (1.0 + color / (max_white * max_white));
    return numerator / (1.0 + color);
}

fn uncharted2_partial(x: vec3<f32>) -> vec3<f32> {
    let a = 0.15;
    let b = 0.50;
    let c = 0.10;
    let d = 0.20;
    let e = 0.02;
    let f = 0.30;
    return ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f;
}

fn tonemap_uncharted2(color: vec3<f32>) -> vec3<f32> {
    let exposure_bias = 2.0;
    let curr = uncharted2_partial(color * exposure_bias);
    let white_scale = vec3<f32>(1.0) / uncharted2_partial(vec3<f32>(11.2));
    return curr * white_scale;
}

fn agx_default_contrast_approx(x: vec3<f32>) -> vec3<f32> {
    let x2 = x * x;
    let x4 = x2 * x2;
    return 15.5 * x4 * x2 - 40.14 * x4 * x + 31.96 * x4 - 6.868 * x2 * x + 0.4298 * x2 + 0.1191 * x - 0.00232;
}

fn tonemap_agx(color: vec3<f32>) -> vec3<f32> {
    let agx_mat = mat3x3<f32>(
        vec3<f32>(0.842479062253094, 0.0423282422610123, 0.0423756549057051),
        vec3<f32>(0.0784335999999992, 0.878468636469772, 0.0784336),
        vec3<f32>(0.0792237451477643, 0.0791661274605434, 0.879142973793104)
    );
    let min_ev = -12.47393;
    let max_ev = 4.026069;

    var val = agx_mat * max(color, vec3<f32>(0.0));
    val = max(val, vec3<f32>(1e-10));
    val = clamp(log2(val), vec3<f32>(min_ev), vec3<f32>(max_ev));
    val = (val - min_ev) / (max_ev - min_ev);
    val = agx_default_contrast_approx(val);

    let agx_mat_inv = mat3x3<f32>(
        vec3<f32>(1.19687900512017, -0.0528968517574562, -0.0529716355144438),
        vec3<f32>(-0.0980208811401368, 1.15190312990417, -0.0980434501171241),
        vec3<f32>(-0.0990297440797205, -0.0989611768448433, 1.15107367264116)
    );

    return agx_mat_inv * val;
}

fn tonemap_neutral(color: vec3<f32>) -> vec3<f32> {
    let start_compression = 0.8 - 0.04;
    let desaturation = 0.15;

    let x = min(color, vec3<f32>(1.0));
    let offset = select(vec3<f32>(0.0), vec3<f32>(0.04), x.r < 0.08 || x.g < 0.08 || x.b < 0.08);
    let result = x - offset;

    let peak = max(result.r, max(result.g, result.b));
    if peak < start_compression {
        return result;
    }

    let d = 1.0 - start_compression;
    let new_peak = 1.0 - d * d / (peak + d - start_compression);
    let scale = new_peak / peak;
    var compressed = result * scale;

    let g = 1.0 - 1.0 / (desaturation * (peak - new_peak) + 1.0);
    let lum = 0.2126 * compressed.r + 0.7152 * compressed.g + 0.0722 * compressed.b;
    compressed = mix(compressed, vec3<f32>(lum), g);

    return compressed;
}

fn apply_tonemap(color: vec3<f32>, algorithm: u32) -> vec3<f32> {
    switch algorithm {
        case TONEMAP_ACES: {
            return tonemap_aces(color);
        }
        case TONEMAP_REINHARD: {
            return tonemap_reinhard(color);
        }
        case TONEMAP_REINHARD_EXTENDED: {
            return tonemap_reinhard_extended(color);
        }
        case TONEMAP_UNCHARTED2: {
            return tonemap_uncharted2(color);
        }
        case TONEMAP_AGX: {
            return tonemap_agx(color);
        }
        case TONEMAP_NEUTRAL: {
            return tonemap_neutral(color);
        }
        default: {
            return clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));
        }
    }
}

fn apply_saturation(color: vec3<f32>, saturation: f32) -> vec3<f32> {
    let luminance = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
    return mix(vec3<f32>(luminance), color, saturation);
}

fn apply_brightness(color: vec3<f32>, brightness: f32) -> vec3<f32> {
    return color + vec3<f32>(brightness);
}

fn apply_contrast(color: vec3<f32>, contrast: f32) -> vec3<f32> {
    return (color - 0.5) * contrast + 0.5;
}

fn apply_gamma(color: vec3<f32>, gamma: f32) -> vec3<f32> {
    let inv_gamma = 1.0 / gamma;
    return pow(max(color, vec3<f32>(0.0)), vec3<f32>(inv_gamma));
}

fn compute_letterbox(uv: vec2<f32>, amount: f32) -> f32 {
    let bar_height = amount * 0.12;
    let edge_softness = 0.008;

    let top_bar = smoothstep(bar_height - edge_softness, bar_height + edge_softness, uv.y);
    let bottom_bar = smoothstep(bar_height - edge_softness, bar_height + edge_softness, 1.0 - uv.y);

    return top_bar * bottom_bar;
}

@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
    if params.ssao_visualization > 0.5 {
        let ao = textureSample(ssao_texture, ssao_sampler, in.uv).r;
        return vec4<f32>(ao, ao, ao, 1.0);
    }

    var color = textureSample(hdr_texture, hdr_sampler, in.uv).rgb;

    if params.ssao_enabled > 0.5 {
        let ao = textureSample(ssao_texture, ssao_sampler, in.uv).r;
        color = color * ao;
    }

    if params.ssgi_enabled > 0.5 {
        let indirect = textureSample(ssgi_texture, ssgi_sampler, in.uv).rgb;
        color = color + indirect * params.ssgi_intensity;
    }

    if params.ssr_enabled > 0.5 {
        let ssr_sample = textureSample(ssr_texture, ssr_sampler, in.uv);
        let ssr_color = ssr_sample.rgb;
        let ssr_confidence = saturate(ssr_sample.a);
        color = mix(color, ssr_color / max(ssr_confidence, 0.001), ssr_confidence);
    }

    if params.bloom_enabled > 0.5 {
        let bloom = textureSample(bloom_texture, bloom_sampler, in.uv).rgb;
        color = color + bloom * params.bloom_intensity;
    }

    let tonemapped = apply_tonemap(color, params.tonemap_algorithm);

    var graded = apply_gamma(tonemapped, params.gamma);
    graded = apply_saturation(graded, params.saturation);
    graded = apply_brightness(graded, params.brightness);
    graded = apply_contrast(graded, params.contrast);

    var final_color = clamp(graded, vec3<f32>(0.0), vec3<f32>(1.0));

    if params.letterbox_amount > 0.001 {
        let letterbox_mask = compute_letterbox(in.uv, params.letterbox_amount);
        final_color = final_color * letterbox_mask;
    }

    if params.texture_debug_stripes != 0u {
        let screen_pos = in.clip_position.xy;
        let num_stripes = 7u;
        let line_width = 3.0;
        let max_diagonal = 2560.0 + 1440.0;

        let diagonal = screen_pos.x + screen_pos.y - params.time * params.texture_debug_stripes_speed;
        let band_size = max_diagonal / f32(num_stripes);
        let wrapped_pos = ((diagonal % max_diagonal) + max_diagonal) % max_diagonal;
        let stripe_index = u32(floor(wrapped_pos / band_size)) % num_stripes;
        let pos_in_band = fract(wrapped_pos / band_size);

        let is_line = pos_in_band < (line_width / band_size) || pos_in_band > (1.0 - line_width / band_size);

        if is_line {
            final_color = vec3<f32>(1.0);
        }
    }

    return vec4<f32>(final_color, 1.0);
}