First Commit
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53
shaders/fxaa.wgsl
Normal file
53
shaders/fxaa.wgsl
Normal file
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@group(0) @binding(0)
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var mySampler : sampler;
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@group(0) @binding(1)
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var myTexture : texture_2d<f32>;
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@group(0) @binding(2)
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var<uniform> resolution : vec2<f32>;
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struct VertexOutput {
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@builtin(position) position : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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@vertex
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fn vertexMain(@location(0) position : vec3<f32>, @location(1) uv : vec2<f32>) -> VertexOutput {
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var out : VertexOutput;
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out.position = vec4<f32>(position, 1.0);
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out.uv = uv;
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return out;
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}
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@fragment
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fn fragmentMain(@location(0) uv : vec2<f32>) -> @location(0) vec4<f32> {
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let texelSize = 1.0 / resolution;
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// Sample surrounding pixels
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let colorCenter = textureSample(myTexture, mySampler, uv);
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let colorN = textureSample(myTexture, mySampler, uv + vec2<f32>(0.0, texelSize.y));
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let colorS = textureSample(myTexture, mySampler, uv - vec2<f32>(0.0, texelSize.y));
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let colorE = textureSample(myTexture, mySampler, uv + vec2<f32>(texelSize.x, 0.0));
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let colorW = textureSample(myTexture, mySampler, uv - vec2<f32>(texelSize.x, 0.0));
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let luma = dot(colorCenter.rgb, vec3<f32>(0.299, 0.587, 0.114));
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let lumaN = dot(colorN.rgb, vec3<f32>(0.299, 0.587, 0.114));
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let lumaS = dot(colorS.rgb, vec3<f32>(0.299, 0.587, 0.114));
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let lumaE = dot(colorE.rgb, vec3<f32>(0.299, 0.587, 0.114));
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let lumaW = dot(colorW.rgb, vec3<f32>(0.299, 0.587, 0.114));
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let edgeH = abs(lumaW - lumaE);
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let edgeV = abs(lumaN - lumaS);
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let edge = max(edgeH, edgeV);
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let threshold = 0.1;
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if (edge < threshold) {
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return colorCenter; // No edge — return original
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}
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// Basic blur
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let blur = (colorN + colorS + colorE + colorW) * 0.25;
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return vec4<f32>(blur.rgb, 1.0);
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}
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