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Move all crates into a crates directory (#1940)
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80
crates/egui-wgpu/src/egui.wgsl
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80
crates/egui-wgpu/src/egui.wgsl
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// Vertex shader bindings
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struct VertexOutput {
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@location(0) tex_coord: vec2<f32>,
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@location(1) color: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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};
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struct Locals {
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screen_size: vec2<f32>,
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// Uniform buffers need to be at least 16 bytes in WebGL.
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// See https://github.com/gfx-rs/wgpu/issues/2072
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_padding: vec2<u32>,
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};
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@group(0) @binding(0) var<uniform> r_locals: Locals;
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// 0-1 from 0-255
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fn linear_from_srgb(srgb: vec3<f32>) -> vec3<f32> {
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let cutoff = srgb < vec3<f32>(10.31475);
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let lower = srgb / vec3<f32>(3294.6);
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let higher = pow((srgb + vec3<f32>(14.025)) / vec3<f32>(269.025), vec3<f32>(2.4));
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return select(higher, lower, cutoff);
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}
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// [u8; 4] SRGB as u32 -> [r, g, b, a]
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fn unpack_color(color: u32) -> vec4<f32> {
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return vec4<f32>(
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f32(color & 255u),
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f32((color >> 8u) & 255u),
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f32((color >> 16u) & 255u),
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f32((color >> 24u) & 255u),
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);
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}
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fn position_from_screen(screen_pos: vec2<f32>) -> vec4<f32> {
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return vec4<f32>(
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2.0 * screen_pos.x / r_locals.screen_size.x - 1.0,
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1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y,
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0.0,
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1.0,
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);
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}
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@vertex
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fn vs_main(
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@location(0) a_pos: vec2<f32>,
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@location(1) a_tex_coord: vec2<f32>,
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@location(2) a_color: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coord = a_tex_coord;
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let color = unpack_color(a_color);
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out.color = vec4<f32>(linear_from_srgb(color.rgb), color.a / 255.0);
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out.position = position_from_screen(a_pos);
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return out;
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}
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@vertex
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fn vs_conv_main(
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@location(0) a_pos: vec2<f32>,
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@location(1) a_tex_coord: vec2<f32>,
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@location(2) a_color: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coord = a_tex_coord;
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let color = unpack_color(a_color);
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out.color = vec4<f32>(color.rgba / 255.0);
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out.position = position_from_screen(a_pos);
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return out;
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}
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// Fragment shader bindings
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@group(1) @binding(0) var r_tex_color: texture_2d<f32>;
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@group(1) @binding(1) var r_tex_sampler: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return in.color * textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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}
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