This commit is contained in:
luboslenco
2025-08-07 14:58:38 +02:00
parent 5ba6ad03f1
commit 3dbdf2b3ed
199 changed files with 35 additions and 35 deletions
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#[set(everything)]
const constants: {
empty: float;
};
struct vert_in {
pos: float4;
nor: float2;
tex: float2;
}
struct vert_out {
pos: float4;
}
fun dilate_map_vert(input: vert_in): vert_out {
var output: vert_out;
var tex_coord: float2 = float2(input.tex.x * 2.0 - 1.0, (1.0 - input.tex.y) * 2.0 - 1.0);
output.pos = float4(tex_coord, 0.0, 1.0);
var keep: float = input.pos.x + input.nor.x;
return output;
}
fun dilate_map_frag(input: vert_out): float {
return 1.0;
}
#[pipe]
struct pipe {
vertex = dilate_map_vert;
fragment = dilate_map_frag;
}
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#[set(everything)]
const constants: {
dilate_radius: float;
tex_size: float2;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const tex: tex2d;
#[set(everything)]
const texdilate: tex2d;
// const offsets: float2[8] = {
// float2(-1.0, 0.0), float2( 1.0, 0.0), float2( 0.0, 1.0), float2( 0.0, -1.0),
// float2(-1.0, 1.0), float2( 1.0, 1.0), float2( 1.0, -1.0), float2(-1.0, -1.0)
// };
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun get_offset(i: int): float2 {
if (i == 0) {
return float2(-1.0, 0.0);
}
if (i == 1) {
return float2( 1.0, 0.0);
}
if (i == 2) {
return float2( 0.0, 1.0);
}
if (i == 3) {
return float2( 0.0, -1.0);
}
if (i == 4) {
return float2(-1.0, 1.0);
}
if (i == 5) {
return float2( 1.0, 1.0);
}
if (i == 6) {
return float2( 1.0, -1.0);
}
return float2(-1.0, -1.0);
}
fun dilate_pass_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.pos.xy * 0.5 + 0.5;
output.tex.y = 1.0 - output.tex.y;
output.pos = float4(input.pos.xy, 0.0, 1.0);
return output;
}
fun dilate_pass_frag(input: vert_out): float4 {
// Based on https://shaderbits.com/blog/uv-dilation by Ryan Brucks
var texel_size: float2 = float2(1.0, 1.0) / constants.tex_size;
var min_dist: float = 10000000.0;
//var coord: uint2 = uint2(input.tex * constants.tex_size);
var coordf: float2 = float2(input.tex.x * constants.tex_size.x, input.tex.y * constants.tex_size.y);
var coord: uint2 = uint2(uint(coordf.x), uint(coordf.y));
//var mask: float = texdilate[coord].r;
var mask4: float4 = texdilate[coord];
var mask: float = mask4.r;
if (mask > 0.0) {
discard;
}
var color: float4 = tex[coord];
var i: int = 0;
while (i < int(constants.dilate_radius)) {
i += 1;
var j: int = 0;
while (j < 8) {
var cur_uv: float2 = input.tex + get_offset(j) * texel_size * float2(float(i), float(i));
coordf = cur_uv * constants.tex_size;
coord = uint2(uint(coordf.x), uint(coordf.y));
var offset_mask4: float4 = texdilate[coord];
var offset_mask: float = offset_mask4.r;
var offset_col: float4 = tex[coord];
if (offset_mask != 0.0) {
var cur_dist: float = length(input.tex - cur_uv);
if (cur_dist < min_dist) {
var project_uv: float2 = cur_uv + get_offset(j) * texel_size * float2(float(i), float(i)) * float2(0.25, 0.25);
var direction: float4 = sample_lod(tex, sampler_linear, project_uv, 0.0);
min_dist = cur_dist;
if (direction.x != 0.0 || direction.y != 0.0 || direction.z != 0.0) {
var delta: float4 = offset_col - direction;
color = offset_col + delta * float4(4.0, 4.0, 4.0, 4.0);
}
else {
color = offset_col;
}
}
}
j += 1;
}
}
return color;
}
#[pipe]
struct pipe {
vertex = dilate_pass_vert;
fragment = dilate_pass_frag;
}
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#[set(everything)]
const constants: {
pos: float4; // xywh
tex: float4; // xywh
col: float4;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const tex: tex2d;
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
col: float4;
}
fun layer_invert_vert(input: vert_in): vert_out {
var output: vert_out;
var cpos: float4 = constants.pos;
var ctex: float4 = constants.tex;
output.pos = float4(input.pos, 0.0, 1.0);
output.pos.xy = output.pos.xy * cpos.zw + cpos.xy;
output.pos.xy = output.pos.xy * 2.0 - 1.0;
output.pos.y = -output.pos.y;
output.tex = input.pos * ctex.zw + ctex.xy;
output.col = constants.col;
return output;
}
fun layer_invert_frag(input: vert_out): float4 {
return float4(1.0, 1.0, 1.0, 1.0) - sample_lod(tex, sampler_linear, input.tex, 0.0) * input.col;
}
#[pipe]
struct pipe {
vertex = layer_invert_vert;
fragment = layer_invert_frag;
}
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#[set(everything)]
const constants: {
opac: float;
blending: int;
tex1w: float;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const tex0: tex2d;
#[set(everything)]
const tex1: tex2d;
#[set(everything)]
const texmask: tex2d;
#[set(everything)]
const texa: tex2d;
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun layer_merge_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.pos.xy * 0.5 + 0.5;
output.tex.y = 1.0 - output.tex.y;
output.pos = float4(input.pos.xy, 0.0, 1.0);
return output;
}
fun hsv_to_rgb(c: float3): float3 {
var K: float4 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
var p: float3 = abs3(frac3(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp3(K.xxx, clamp3(p - K.xxx, 0.0, 1.0), c.y);
}
fun rgb_to_hsv(c: float3): float3 {
var K: float4 = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
var p: float4 = lerp4(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
var q: float4 = lerp4(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
var d: float = q.x - min(q.w, q.y);
var e: float = 0.0000000001;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
fun layer_merge_frag(input: vert_out): float4 {
var col0: float4 = sample_lod(tex0, sampler_linear, input.tex, 0.0);
var cola: float4 = sample_lod(texa, sampler_linear, input.tex, 0.0);
var str: float = col0.a * constants.opac;
str *= sample_lod(texmask, sampler_linear, input.tex, 0.0).r;
if (constants.blending == 101) { // Merging _nor and _pack
var col1: float4 = sample_lod(tex1, sampler_linear, input.tex, 0.0);
return lerp4(cola, col1, str);
}
if (constants.blending == 102) { // Merging _nor with normal blending
var col1: float4 = sample_lod(tex1, sampler_linear, input.tex, 0.0);
// Whiteout blend
var n1: float3 = cola.rgb * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);
var n2: float3 = lerp3(float3(0.5, 0.5, 1.0), col1.rgb, str) * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);
return float4(
normalize(float3(n1.xy + n2.xy, n1.z * n2.z)) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5),
max(col1.a, cola.a));
}
if (constants.blending == 103) { // Merging _pack with height blending
var col1: float4 = sample_lod(tex1, sampler_linear, input.tex, 0.0);
return float4(lerp3(cola.rgb, col1.rgb, str), cola.a + col1.a);
}
if (constants.blending == 104) { // Merge _pack.height into _nor
var tex_step: float = 1.0 / constants.tex1w;
var height0: float = sample_lod(tex1, sampler_linear, float2(input.tex.x - tex_step, input.tex.y), 0.0).a;
var height1: float = sample_lod(tex1, sampler_linear, float2(input.tex.x + tex_step, input.tex.y), 0.0).a;
var height2: float = sample_lod(tex1, sampler_linear, float2(input.tex.x, input.tex.y - tex_step), 0.0).a;
var height3: float = sample_lod(tex1, sampler_linear, float2(input.tex.x, input.tex.y + tex_step), 0.0).a;
var height_dx: float = height0 - height1;
var height_dy: float = height2 - height3;
// Whiteout blend
var n1: float3 = col0.rgb * float3(2.0, 2.0, 2.0) - float3(1.0, 1.0, 1.0);
var n2: float3 = normalize(float3(height_dx * 16.0, height_dy * 16.0, 1.0));
return float4(
normalize(float3(n1.xy + n2.xy, n1.z * n2.z)) * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5),
col0.a);
}
if (constants.blending == 0) { // Mix
return float4(
lerp3(cola.rgb, col0.rgb, str), max(col0.a, cola.a));
}
if (constants.blending == 1) { // Darken
return float4(
lerp3(cola.rgb, min3(cola.rgb, col0.rgb), str), max(col0.a, cola.a));
}
if (constants.blending == 2) { // Multiply
return float4(
lerp3(cola.rgb, cola.rgb * col0.rgb, str), max(col0.a, cola.a));
}
if (constants.blending == 3) { // Burn
return float4(
lerp3(
cola.rgb,
float3(1.0, 1.0, 1.0) - (float3(1.0, 1.0, 1.0) - cola.rgb) / col0.rgb,
str),
max(col0.a, cola.a));
}
if (constants.blending == 4) { // Lighten
return float4(
max3(cola.rgb, col0.rgb * str),
max(col0.a, cola.a));
}
if (constants.blending == 5) { // Screen
return float4(
(float3(1.0, 1.0, 1.0) - (float3(1.0 - str, 1.0 - str, 1.0 - str) +
str * (float3(1.0, 1.0, 1.0) - col0.rgb)) * (float3(1.0, 1.0, 1.0) - cola.rgb)),
max(col0.a, cola.a));
}
if (constants.blending == 6) { // Dodge
return float4(
lerp3(cola.rgb, cola.rgb / (float3(1.0, 1.0, 1.0) - col0.rgb), str),
max(col0.a, cola.a));
}
if (constants.blending == 7) { // Add
return float4(
lerp3(cola.rgb, cola.rgb + col0.rgb, str),
max(col0.a, cola.a));
}
////
/* TODO: SPIRV
if (constants.blending == 8) { // Overlay
var rr: float;
if (cola.r < 0.5) {
rr = 2.0 * cola.r * col0.r;
}
else {
rr = 1.0 - 2.0 * (1.0 - cola.r) * (1.0 - col0.r);
}
var gg: float;
if (cola.r < 0.5) {
gg = 2.0 * cola.g * col0.g;
}
else {
gg = 1.0 - 2.0 * (1.0 - cola.g) * (1.0 - col0.g);
}
var bb: float;
if (cola.r < 0.5) {
bb = 2.0 * cola.b * col0.b;
}
else {
bb = 1.0 - 2.0 * (1.0 - cola.b) * (1.0 - col0.b);
}
return float4(
lerp3(cola.rgb, float3(rr, gg, bb), str),
max(col0.a, cola.a));
}
if (constants.blending == 9) { // Soft Light
return float4(
((1.0 - str) * cola.rgb +
str * ((float3(1.0, 1.0, 1.0) - cola.rgb) * col0.rgb * cola.rgb +
cola.rgb * (float3(1.0, 1.0, 1.0) - (float3(1.0, 1.0, 1.0) - col0.rgb) * (float3(1.0, 1.0, 1.0) - cola.rgb)))),
max(col0.a, cola.a));
}
if (constants.blending == 10) { // Linear Light
return float4(
(cola.rgb + str * (float3(2.0, 2.0, 2.0) * (col0.rgb - float3(0.5, 0.5, 0.5)))),
max(col0.a, cola.a));
}
if (constants.blending == 11) {
return float4(
lerp3(cola.rgb, abs3(cola.rgb - col0.rgb), str),
max(col0.a, cola.a));
}
if (constants.blending == 12) { // Subtract
return float4(
lerp3(cola.rgb, cola.rgb - col0.rgb, str),
max(col0.a, cola.a));
}
if (constants.blending == 13) { // Divide
return float4(
float3(1.0 - str, 1.0 - str, 1.0 - str) * cola.rgb + float3(str, str, str) * cola.rgb / col0.rgb,
max(col0.a, cola.a));
}
if (constants.blending == 14) { // Hue
return float4(
lerp3(
cola.rgb,
hsv_to_rgb(
float3(rgb_to_hsv(col0.rgb).r,
rgb_to_hsv(cola.rgb).g,
rgb_to_hsv(cola.rgb).b)),
str),
max(col0.a, cola.a));
}
if (constants.blending == 15) { // Saturation
return float4(
lerp3(
cola.rgb,
hsv_to_rgb(
float3(rgb_to_hsv(cola.rgb).r,
rgb_to_hsv(col0.rgb).g,
rgb_to_hsv(cola.rgb).b)),
str),
max(col0.a, cola.a));
}
if (constants.blending == 16) { // Color
return float4(
lerp3(
cola.rgb,
hsv_to_rgb(
float3(rgb_to_hsv(col0.rgb).r,
rgb_to_hsv(col0.rgb).g,
rgb_to_hsv(cola.rgb).b)),
str),
max(col0.a, cola.a));
}
if (constants.blending == 17) { // Value
return float4(
lerp3(
cola.rgb,
hsv_to_rgb(
float3(rgb_to_hsv(cola.rgb).r,
rgb_to_hsv(cola.rgb).g,
rgb_to_hsv(col0.rgb).b)),
str),
max(col0.a, cola.a));
}
*/
////
return float4(1.0, 1.0, 1.0, 1.0);
}
#[pipe]
struct pipe {
vertex = layer_merge_vert;
fragment = layer_merge_frag;
}
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#[set(everything)]
const constants: {
pos: float4; // xywh
tex: float4; // xywh
col: float4;
channel: int;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const tex: tex2d;
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
col: float4;
}
fun layer_view_vert(input: vert_in): vert_out {
var output: vert_out;
var cpos: float4 = constants.pos;
var ctex: float4 = constants.tex;
output.pos = float4(input.pos, 0.0, 1.0);
output.pos.xy = output.pos.xy * cpos.zw + cpos.xy;
output.pos.xy = output.pos.xy * 2.0 - 1.0;
output.pos.y = -output.pos.y;
output.tex = input.pos * ctex.zw + ctex.xy;
output.col = constants.col;
return output;
}
fun layer_view_frag(input: vert_out): float4 {
if (constants.channel == 1) {
return sample_lod(tex, sampler_linear, input.tex, 0.0).rrra * input.col;
}
if (constants.channel == 2) {
return sample_lod(tex, sampler_linear, input.tex, 0.0).ggga * input.col;
}
if (constants.channel == 3) {
return sample_lod(tex, sampler_linear, input.tex, 0.0).bbba * input.col;
}
if (constants.channel == 4) {
return sample_lod(tex, sampler_linear, input.tex, 0.0).aaaa * input.col;
}
if (constants.channel == 5) {
return sample_lod(tex, sampler_linear, input.tex, 0.0).rgba * input.col;
}
// else {
var tex_sample: float4 = sample_lod(tex, sampler_linear, input.tex, 0.0);
tex_sample.rgb = tex_sample.rgb * tex_sample.a;
return tex_sample * input.col;
// }
}
#[pipe]
struct pipe {
vertex = layer_view_vert;
fragment = layer_view_frag;
}
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// Turn picked color id into mask
#[set(everything)]
const constants: {
empty: float4;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const texpaint_colorid: tex2d; // 1x1 picked color
#[set(everything)]
const texcolorid: tex2d;
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun mask_colorid_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.pos.xy * 0.5 + 0.5;
output.tex.y = 1.0 - output.tex.y;
output.pos = float4(input.pos.xy, 0.0, 1.0);
return output;
}
fun mask_colorid_frag(input: vert_out): float4 {
var coord: uint2 = uint2(uint(0.0), uint(0.0));
var colorid_c1: float4 = texpaint_colorid[coord];
var colorid_c2: float4 = sample_lod(texcolorid, sampler_linear, input.tex, 0.0);
if (colorid_c1.x != colorid_c2.x || colorid_c1.y != colorid_c2.y || colorid_c1.z != colorid_c2.z) {
discard;
}
return float4(1.0, 1.0, 1.0, 1.0);
}
#[pipe]
struct pipe {
vertex = mask_colorid_vert;
fragment = mask_colorid_frag;
}
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#[set(everything)]
const constants: {
opac: float;
blending: int;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const tex0: tex2d;
#[set(everything)]
const texa: tex2d;
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun mask_merge_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.pos.xy * 0.5 + 0.5;
output.tex.y = 1.0 - output.tex.y;
output.pos = float4(input.pos.xy, 0.0, 1.0);
return output;
}
fun mask_merge_frag(input: vert_out): float4 {
var col0: float = sample_lod(tex0, sampler_linear, input.tex, 0.0).r;
var cola: float = sample_lod(texa, sampler_linear, input.tex, 0.0).r;
var str: float = constants.opac;
var out_color: float = 0.0;
if (constants.blending == 0) { // Mix
out_color = lerp(cola, col0, str);
}
/*else*/ if (constants.blending == 1) { // Darken
out_color = lerp(cola, min(cola, col0), str);
}
/*else*/ if (constants.blending == 2) { // Multiply
out_color = lerp(cola, cola * col0, str);
}
/*else*/ if (constants.blending == 3) { // Burn
out_color = lerp(cola, 1.0 - (1.0 - cola) / col0, str);
}
/*else*/ if (constants.blending == 4) { // Lighten
out_color = max(cola, col0 * str);
}
/*else*/ if (constants.blending == 5) { // Screen
out_color = (1.0 - ((1.0 - str) + str * (1.0 - col0)) * (1.0 - cola));
}
/*else*/ if (constants.blending == 6) { // Dodge
out_color = lerp(cola, cola / (1.0 - col0), str);
}
/*else*/ if (constants.blending == 7) { // Add
out_color = lerp(cola, cola + col0, str);
}
/*else*/ if (constants.blending == 8) { // Overlay
// out_color = lerp(cola, cola < 0.5 ? 2.0 * cola * col0 : 1.0 - 2.0 * (1.0 - cola) * (1.0 - col0), str);
////
//if (cola < 0.5) {
out_color = lerp(cola, 2.0 * cola * col0, str);
//}
//else {
// out_color = lerp(cola, 1.0 - 2.0 * (1.0 - cola) * (1.0 - col0), str);
//}
////
}
/*else*/ if (constants.blending == 9) { // Soft Light
out_color = ((1.0 - str) * cola + str * ((1.0 - cola) * col0 * cola + cola * (1.0 - (1.0 - col0) * (1.0 - cola))));
}
/*else*/ if (constants.blending == 10) { // Linear Light
out_color = (cola + str * (2.0 * (col0 - 0.5)));
}
/*else*/ if (constants.blending == 11) { // Difference
out_color = lerp(cola, abs(cola - col0), str);
}
/*else*/ if (constants.blending == 12) { // Subtract
out_color = lerp(cola, cola - col0, str);
}
/*else*/ if (constants.blending == 13) { // Divide
out_color = (1.0 - str) * cola + str * cola / col0;
}
/*else*/ if (constants.blending == 14) { // Hue, Saturation, Color, Value
out_color = lerp(cola, col0, str);
}
return float4(out_color, out_color, out_color, 1.0);
}
#[pipe]
struct pipe {
vertex = mask_merge_vert;
fragment = mask_merge_frag;
}