OpenCut/rust/crates/compositor/src/shaders/blend.wgsl

143 lines
4.3 KiB
WebGPU Shading Language

struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) tex_coord: vec2f,
}
struct BlendUniforms {
blend_mode: u32,
_pad0: u32,
_pad1: u32,
_pad2: u32,
}
@group(0) @binding(0) var base_texture: texture_2d<f32>;
@group(0) @binding(1) var base_sampler: sampler;
@group(1) @binding(0) var layer_texture: texture_2d<f32>;
@group(1) @binding(1) var layer_sampler: sampler;
@group(2) @binding(0) var<uniform> uniforms: BlendUniforms;
fn clamp01(color: vec3f) -> vec3f {
return clamp(color, vec3f(0.0), vec3f(1.0));
}
fn lum(c: vec3f) -> f32 {
return dot(c, vec3f(0.3, 0.59, 0.11));
}
fn sat(c: vec3f) -> f32 {
return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);
}
fn clip_color(c: vec3f) -> vec3f {
var result = c;
let l = lum(result);
let n = min(min(result.r, result.g), result.b);
let x = max(max(result.r, result.g), result.b);
if (n < 0.0) {
result = l + ((result - l) * l) / (l - n);
}
if (x > 1.0) {
result = l + ((result - l) * (1.0 - l)) / (x - l);
}
return result;
}
fn set_lum(c: vec3f, l: f32) -> vec3f {
return clip_color(c + (l - lum(c)));
}
fn set_sat(color: vec3f, target_sat: f32) -> vec3f {
var result = color;
let max_value = max(max(result.r, result.g), result.b);
let min_value = min(min(result.r, result.g), result.b);
if (max_value <= min_value) {
return vec3f(0.0);
}
let scale = target_sat / (max_value - min_value);
result = (result - vec3f(min_value)) * scale;
return result;
}
fn hard_light(base: vec3f, layer: vec3f) -> vec3f {
let low = 2.0 * base * layer;
let high = 1.0 - 2.0 * (1.0 - base) * (1.0 - layer);
return select(low, high, layer >= vec3f(0.5));
}
fn soft_light_channel(base: f32, layer: f32) -> f32 {
if (layer <= 0.5) {
return base - (1.0 - 2.0 * layer) * base * (1.0 - base);
}
let d = select(
((16.0 * base - 12.0) * base + 4.0) * base,
sqrt(base),
base > 0.25,
);
return base + (2.0 * layer - 1.0) * (d - base);
}
fn soft_light(base: vec3f, layer: vec3f) -> vec3f {
return vec3f(
soft_light_channel(base.r, layer.r),
soft_light_channel(base.g, layer.g),
soft_light_channel(base.b, layer.b),
);
}
fn color_dodge(base: vec3f, layer: vec3f) -> vec3f {
return select(
min(vec3f(1.0), base / max(vec3f(0.0001), vec3f(1.0) - layer)),
vec3f(1.0),
layer >= vec3f(1.0),
);
}
fn color_burn(base: vec3f, layer: vec3f) -> vec3f {
return select(
vec3f(1.0) - min(vec3f(1.0), (vec3f(1.0) - base) / max(vec3f(0.0001), layer)),
vec3f(0.0),
layer <= vec3f(0.0),
);
}
fn blend_rgb(base: vec3f, layer: vec3f, mode: u32) -> vec3f {
switch mode {
case 1u { return min(base, layer); }
case 2u { return base * layer; }
case 3u { return color_burn(base, layer); }
case 4u { return max(base, layer); }
case 5u { return 1.0 - (1.0 - base) * (1.0 - layer); }
case 6u { return min(vec3f(1.0), base + layer); }
case 7u { return color_dodge(base, layer); }
case 8u { return select(
2.0 * base * layer,
1.0 - 2.0 * (1.0 - base) * (1.0 - layer),
base >= vec3f(0.5),
); }
case 9u { return soft_light(base, layer); }
case 10u { return hard_light(base, layer); }
case 11u { return abs(base - layer); }
case 12u { return base + layer - 2.0 * base * layer; }
case 13u { return set_lum(set_sat(layer, sat(base)), lum(base)); }
case 14u { return set_lum(set_sat(base, sat(layer)), lum(base)); }
case 15u { return set_lum(layer, lum(base)); }
case 16u { return set_lum(base, lum(layer)); }
default { return layer; }
}
}
@fragment
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
let base = textureSample(base_texture, base_sampler, input.tex_coord);
let layer = textureSample(layer_texture, layer_sampler, input.tex_coord);
let blend_rgb_value = blend_rgb(base.rgb, layer.rgb, uniforms.blend_mode);
let out_alpha = layer.a + base.a * (1.0 - layer.a);
let out_rgb =
((1.0 - layer.a) * base.rgb) +
(layer.a * ((1.0 - base.a) * layer.rgb + base.a * blend_rgb_value));
return vec4f(clamp01(out_rgb), out_alpha);
}