1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
|
struct Params {
block_size: vec2<i32>,
offsets_stride: u32
}
struct BlockOffset {
score: f32,
offset: vec2<i32>,
tint: vec3<f32>,
}
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read> offsets: array<BlockOffset>;
@group(0) @binding(2) var next: texture_2d<f32>;
@group(0) @binding(3) var prev: texture_2d<f32>;
@group(0) @binding(4) var out: texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(1)fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let uv = vec2<i32>(global_id.xy) * params.block_size;
let bl = offsets[global_id.x + global_id.y * params.offsets_stride];
for (var x = 0; x < params.block_size.x; x++) {
for (var y = 0; y < params.block_size.y; y++) {
let base = uv + vec2(x, y);
let col = vec4(colormap_vec(vec2<f32>(bl.offset) * 0.08),1.);
textureStore(out, base, col);
}
}
// for (var x = 0; x < params.block_size.x; x++) {
// for (var y = 0; y < params.block_size.y; y++) {
// let base = uv + vec2(x, y);
// let col_dec = textureLoad(prev, base + bl.offset, 0) + vec4(bl.tint, 1.);
// let col_orig = textureLoad(next, base, 0);
// let col = vec4( saturate((0.5) + (col_orig.rgb - col_dec.rgb) * 100.), 1.0);
// textureStore(out, base, col);
// }
// }
}
fn colormap_vec(v: vec2<f32>) -> vec3<f32> {
return vec3(v.y, v.x - 0.5 * v.y, -v.x - 0.5 * v.y);
}
|