// Vertex shader bindings struct VertexOutput { @location(0) tex_coord: vec2, @location(1) color: vec4, // gamma 0-1 @builtin(position) position: vec4, }; struct Locals { screen_size: vec2, /// 1 if dithering is enabled, 0 otherwise dithering: u32, /// 1 to do manual filtering for more predictable kittest snapshot images. /// See also https://github.com/emilk/egui/issues/5295 predictable_texture_filtering: u32, }; @group(0) @binding(0) var r_locals: Locals; // ----------------------------------------------- // Adapted from // https://www.shadertoy.com/view/llVGzG // Originally presented in: // Jimenez 2014, "Next Generation Post-Processing in Call of Duty" // // A good overview can be found in // https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/ // via https://github.com/rerun-io/rerun/ fn interleaved_gradient_noise(n: vec2) -> f32 { let f = 0.06711056 * n.x + 0.00583715 * n.y; return fract(52.9829189 * fract(f)); } fn dither_interleaved(rgb: vec3, levels: f32, frag_coord: vec4) -> vec3 { var noise = interleaved_gradient_noise(frag_coord.xy); // scale down the noise slightly to ensure flat colors aren't getting dithered noise = (noise - 0.5) * 0.95; return rgb + noise / (levels - 1.0); } // 0-1 linear from 0-1 sRGB gamma fn linear_from_gamma_rgb(srgb: vec3) -> vec3 { let cutoff = srgb < vec3(0.04045); let lower = srgb / vec3(12.92); let higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4)); return select(higher, lower, cutoff); } // 0-1 sRGB gamma from 0-1 linear fn gamma_from_linear_rgb(rgb: vec3) -> vec3 { let cutoff = rgb < vec3(0.0031308); let lower = rgb * vec3(12.92); let higher = vec3(1.055) * pow(rgb, vec3(1.0 / 2.4)) - vec3(0.055); return select(higher, lower, cutoff); } // 0-1 sRGBA gamma from 0-1 linear fn gamma_from_linear_rgba(linear_rgba: vec4) -> vec4 { return vec4(gamma_from_linear_rgb(linear_rgba.rgb), linear_rgba.a); } // [u8; 4] SRGB as u32 -> [r, g, b, a] in 0.-1 fn unpack_color(color: u32) -> vec4 { return vec4( f32(color & 255u), f32((color >> 8u) & 255u), f32((color >> 16u) & 255u), f32((color >> 24u) & 255u), ) / 255.0; } fn position_from_screen(screen_pos: vec2) -> vec4 { return vec4( 2.0 * screen_pos.x / r_locals.screen_size.x - 1.0, 1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y, 0.0, 1.0, ); } @vertex fn vs_main( @location(0) a_pos: vec2, @location(1) a_tex_coord: vec2, @location(2) a_color: u32, ) -> VertexOutput { var out: VertexOutput; out.tex_coord = a_tex_coord; out.color = unpack_color(a_color); out.position = position_from_screen(a_pos); return out; } // Fragment shader bindings @group(1) @binding(0) var r_tex_color: texture_2d; @group(1) @binding(1) var r_tex_sampler: sampler; fn sample_texture(in: VertexOutput) -> vec4 { if r_locals.predictable_texture_filtering == 0 { // Hardware filtering: fast, but varies across GPUs and drivers. return textureSample(r_tex_color, r_tex_sampler, in.tex_coord); } else { // Manual bilinear filtering with four taps at pixel centers using textureLoad let texture_size = vec2(textureDimensions(r_tex_color, 0)); let texture_size_f = vec2(texture_size); let pixel_coord = in.tex_coord * texture_size_f - 0.5; let pixel_fract = fract(pixel_coord); let pixel_floor = vec2(floor(pixel_coord)); // Manual texture clamping let max_coord = texture_size - vec2(1, 1); let p00 = clamp(pixel_floor + vec2(0, 0), vec2(0, 0), max_coord); let p10 = clamp(pixel_floor + vec2(1, 0), vec2(0, 0), max_coord); let p01 = clamp(pixel_floor + vec2(0, 1), vec2(0, 0), max_coord); let p11 = clamp(pixel_floor + vec2(1, 1), vec2(0, 0), max_coord); // Load at pixel centers let tl = textureLoad(r_tex_color, p00, 0); let tr = textureLoad(r_tex_color, p10, 0); let bl = textureLoad(r_tex_color, p01, 0); let br = textureLoad(r_tex_color, p11, 0); // Manual bilinear interpolation let top = mix(tl, tr, pixel_fract.x); let bottom = mix(bl, br, pixel_fract.x); return mix(top, bottom, pixel_fract.y); } } @fragment fn fs_main_linear_framebuffer(in: VertexOutput) -> @location(0) vec4 { // We expect "normal" textures that are NOT sRGB-aware. let tex_gamma = sample_texture(in); var out_color_gamma = in.color * tex_gamma; // Dither the float color down to eight bits to reduce banding. // This step is optional for egui backends. // Note that dithering is performed on the gamma encoded values, // because this function is used together with a srgb converting target. if r_locals.dithering == 1 { let out_color_gamma_rgb = dither_interleaved(out_color_gamma.rgb, 256.0, in.position); out_color_gamma = vec4(out_color_gamma_rgb, out_color_gamma.a); } let out_color_linear = linear_from_gamma_rgb(out_color_gamma.rgb); return vec4(out_color_linear, out_color_gamma.a); } @fragment fn fs_main_gamma_framebuffer(in: VertexOutput) -> @location(0) vec4 { // We expect "normal" textures that are NOT sRGB-aware. let tex_gamma = sample_texture(in); var out_color_gamma = in.color * tex_gamma; // Dither the float color down to eight bits to reduce banding. // This step is optional for egui backends. if r_locals.dithering == 1 { let out_color_gamma_rgb = dither_interleaved(out_color_gamma.rgb, 256.0, in.position); out_color_gamma = vec4(out_color_gamma_rgb, out_color_gamma.a); } return out_color_gamma; }