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WebGpu-Wasm-Raytracing-And-…/shaders/fxaa.wgsl

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WebGPU Shading Language
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2025-12-25 10:57:33 +01:00
@group(0) @binding(0)
var mySampler : sampler;
@group(0) @binding(1)
var myTexture : texture_2d<f32>;
@group(0) @binding(2)
var<uniform> resolution : vec2<f32>;
struct VertexOutput {
@builtin(position) position : vec4<f32>,
@location(0) uv : vec2<f32>,
};
@vertex
fn vertexMain(@location(0) position : vec3<f32>, @location(1) uv : vec2<f32>) -> VertexOutput {
var out : VertexOutput;
out.position = vec4<f32>(position, 1.0);
out.uv = uv;
return out;
}
@fragment
fn fragmentMain(@location(0) uv : vec2<f32>) -> @location(0) vec4<f32> {
let texelSize = 1.0 / resolution;
// Sample surrounding pixels
let colorCenter = textureSample(myTexture, mySampler, uv);
let colorN = textureSample(myTexture, mySampler, uv + vec2<f32>(0.0, texelSize.y));
let colorS = textureSample(myTexture, mySampler, uv - vec2<f32>(0.0, texelSize.y));
let colorE = textureSample(myTexture, mySampler, uv + vec2<f32>(texelSize.x, 0.0));
let colorW = textureSample(myTexture, mySampler, uv - vec2<f32>(texelSize.x, 0.0));
let luma = dot(colorCenter.rgb, vec3<f32>(0.299, 0.587, 0.114));
let lumaN = dot(colorN.rgb, vec3<f32>(0.299, 0.587, 0.114));
let lumaS = dot(colorS.rgb, vec3<f32>(0.299, 0.587, 0.114));
let lumaE = dot(colorE.rgb, vec3<f32>(0.299, 0.587, 0.114));
let lumaW = dot(colorW.rgb, vec3<f32>(0.299, 0.587, 0.114));
let edgeH = abs(lumaW - lumaE);
let edgeV = abs(lumaN - lumaS);
let edge = max(edgeH, edgeV);
let threshold = 0.1;
if (edge < threshold) {
return colorCenter; // No edge — return original
}
// Basic blur
let blur = (colorN + colorS + colorE + colorW) * 0.25;
return vec4<f32>(blur.rgb, 1.0);
}