repose-render-wgpu 0.31.24

Repose wgpu handler
Documentation
@group(1) @binding(0) var tex: texture_2d<f32>;
@group(1) @binding(1) var samp: sampler;

struct VSOut {
    @builtin(position) pos: vec4<f32>,
    @location(0) uv: vec2<f32>,
};

@vertex
fn vs_main(@builtin(vertex_index) v: u32) -> VSOut {
    let pos = array(
        vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0),
    );
    let uv = array(
        vec2(0.0, 1.0), vec2(2.0, 1.0), vec2(0.0, -1.0),
    );
    var o: VSOut;
    o.pos = vec4(pos[v], 0.0, 1.0);
    o.uv = uv[v];
    return o;
}

fn srgb_oetf(c: f32) -> f32 {
    if c <= 0.0031308 {
        return c * 12.92;
    }
    return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}

// Ordered-ish hash dither, applied in display space. Must stay after the
// transfer: a sub-LSB perturbation in linear would be multiplied by the
// sRGB curve's 12.92 slope near black and read as speckle instead of noise.
fn screen_space_dither(frag_coord: vec2<f32>) -> vec3<f32> {
    let h = dot(vec2<f32>(171.0, 231.0), frag_coord);
    let d = fract(vec3<f32>(h, h, h) / vec3<f32>(103.0, 71.0, 97.0));
    return (d - 0.5) / 255.0;
}

@fragment
fn fs_main(i: VSOut) -> @location(0) vec4<f32> {
    let linear = textureSample(tex, samp, i.uv);
    let encoded = vec3<f32>(
        srgb_oetf(linear.r),
        srgb_oetf(linear.g),
        srgb_oetf(linear.b),
    );
    return vec4<f32>(encoded + screen_space_dither(i.pos.xy), linear.a);
}