struct VertexOut {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
struct Params {
values0: vec4<f32>,
values1: vec4<f32>,
};
@group(0) @binding(0) var post_texture: texture_2d<f32>;
@group(0) @binding(1) var post_sampler: sampler;
@group(0) @binding(2) var<uniform> params: Params;
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOut {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -3.0),
vec2<f32>(3.0, 1.0),
vec2<f32>(-1.0, 1.0),
);
let position = positions[vertex_index];
var out: VertexOut;
out.position = vec4<f32>(position, 0.0, 1.0);
out.uv = position * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
return out;
}
fn luma(color: vec3<f32>) -> f32 {
return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
}
fn sample_color(uv: vec2<f32>) -> vec4<f32> {
return textureSample(post_texture, post_sampler, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)));
}
fn 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 + vec3<f32>(b))) / (color * (c * color + vec3<f32>(d)) + vec3<f32>(e)), vec3<f32>(0.0), vec3<f32>(1.0));
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
let color = sample_color(in.uv);
let kind = u32(params.values1.x + 0.5);
let texel = 1.0 / vec2<f32>(max(f32(textureDimensions(post_texture).x), 1.0), max(f32(textureDimensions(post_texture).y), 1.0));
if kind == 1u {
let threshold = params.values0.x;
let intensity = params.values0.y;
let radius = max(params.values0.z, 1.0);
let bright = max(luma(color.rgb) - threshold, 0.0);
let blur = (
sample_color(in.uv + texel * vec2<f32>(radius, 0.0)).rgb +
sample_color(in.uv - texel * vec2<f32>(radius, 0.0)).rgb +
sample_color(in.uv + texel * vec2<f32>(0.0, radius)).rgb +
sample_color(in.uv - texel * vec2<f32>(0.0, radius)).rgb
) * 0.25;
return vec4<f32>(color.rgb + blur * bright * intensity, color.a);
}
if kind == 2u {
let intensity = params.values0.y;
let bias = params.values0.z;
let shade = clamp(1.0 - intensity * 0.12 + bias, 0.0, 1.0);
return vec4<f32>(color.rgb * shade, color.a);
}
if kind == 3u {
let mode = params.values0.x;
let exposure = params.values0.y;
if mode < 0.5 {
return color;
}
if mode < 1.5 {
return vec4<f32>(color.rgb / (vec3<f32>(1.0) + color.rgb), color.a);
}
if mode < 2.5 {
return vec4<f32>(aces(color.rgb), color.a);
}
return vec4<f32>(vec3<f32>(1.0) - exp(-color.rgb * exposure), color.a);
}
if kind == 4u || kind == 6u {
let left = sample_color(in.uv - vec2<f32>(texel.x, 0.0)).rgb;
let right = sample_color(in.uv + vec2<f32>(texel.x, 0.0)).rgb;
let up = sample_color(in.uv + vec2<f32>(0.0, texel.y)).rgb;
let down = sample_color(in.uv - vec2<f32>(0.0, texel.y)).rgb;
let mixed = (left + right + up + down + color.rgb * 2.0) / 6.0;
return vec4<f32>(mix(color.rgb, mixed, 0.35), color.a);
}
if kind == 5u {
let feedback = params.values0.x;
let jitter = params.values0.y;
let shifted = sample_color(in.uv + texel * vec2<f32>(jitter, -jitter)).rgb;
return vec4<f32>(mix(color.rgb, shifted, (1.0 - feedback) * 0.5), color.a);
}
if kind == 7u {
let radius = max(params.values0.z, 0.0);
let blur = (
sample_color(in.uv + texel * vec2<f32>(radius, radius)).rgb +
sample_color(in.uv + texel * vec2<f32>(-radius, radius)).rgb +
sample_color(in.uv + texel * vec2<f32>(radius, -radius)).rgb +
sample_color(in.uv + texel * vec2<f32>(-radius, -radius)).rgb
) * 0.25;
return vec4<f32>(mix(color.rgb, blur, clamp(params.values0.y / 32.0, 0.0, 1.0)), color.a);
}
if kind == 8u {
let fog_color = vec3<f32>(params.values0.x, params.values0.y, params.values0.z);
let density = params.values0.w;
return vec4<f32>(mix(color.rgb, fog_color, density), color.a);
}
if kind == 9u {
let threshold = params.values0.z;
let thickness = max(params.values0.w, 1.0);
let edge = abs(luma(sample_color(in.uv + texel * vec2<f32>(thickness, 0.0)).rgb) - luma(color.rgb)) +
abs(luma(sample_color(in.uv + texel * vec2<f32>(0.0, thickness)).rgb) - luma(color.rgb));
let outline = vec4<f32>(params.values0.x, params.values0.y, params.values1.y, params.values1.z);
return mix(color, outline, select(0.0, outline.a, edge > threshold));
}
if kind == 10u {
let strength = params.values0.x;
let shifted = sample_color(in.uv - texel * vec2<f32>(params.values0.y, 0.0) * strength).rgb;
return vec4<f32>(mix(color.rgb, shifted, strength), color.a);
}
return color;
}