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https://github.com/bevyengine/bevy
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# Objective - When adding/removing bindings in large binding lists, git would generate very difficult-to-read diffs ## Solution - Move the `@group(X) @binding(Y)` into the same line as the binding type declaration
49 lines
1.7 KiB
WebGPU Shading Language
49 lines
1.7 KiB
WebGPU Shading Language
// This shader computes the chromatic aberration effect
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#import bevy_pbr::utils
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// Since post processing is a fullscreen effect, we use the fullscreen vertex shader provided by bevy.
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// This will import a vertex shader that renders a single fullscreen triangle.
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//
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// A fullscreen triangle is a single triangle that covers the entire screen.
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// The box in the top left in that diagram is the screen. The 4 x are the corner of the screen
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//
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// Y axis
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// 1 | x-----x......
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// 0 | | s | . ´
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// -1 | x_____x´
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// -2 | : .´
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// -3 | :´
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// +--------------- X axis
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// -1 0 1 2 3
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//
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// As you can see, the triangle ends up bigger than the screen.
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//
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// You don't need to worry about this too much since bevy will compute the correct UVs for you.
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#import bevy_core_pipeline::fullscreen_vertex_shader FullscreenVertexOutput
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@group(0) @binding(0) var screen_texture: texture_2d<f32>;
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@group(0) @binding(1) var texture_sampler: sampler;
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struct PostProcessSettings {
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intensity: f32,
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#ifdef SIXTEEN_BYTE_ALIGNMENT
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// WebGL2 structs must be 16 byte aligned.
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_webgl2_padding: vec3<f32>
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#endif
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}
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@group(0) @binding(2) var<uniform> settings: PostProcessSettings;
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@fragment
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fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
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// Chromatic aberration strength
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let offset_strength = settings.intensity;
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// Sample each color channel with an arbitrary shift
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return vec4<f32>(
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textureSample(screen_texture, texture_sampler, in.uv + vec2<f32>(offset_strength, -offset_strength)).r,
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textureSample(screen_texture, texture_sampler, in.uv + vec2<f32>(-offset_strength, 0.0)).g,
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textureSample(screen_texture, texture_sampler, in.uv + vec2<f32>(0.0, offset_strength)).b,
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1.0
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);
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}
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