refactor: split effects and masks into dedicated rust crates, introduce MediaTime and FrameRate

This commit is contained in:
Maze Winther
2026-04-07 01:09:13 +02:00
parent 79df736431
commit e4b67094e7
102 changed files with 4977 additions and 3707 deletions
+263
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use bytemuck::{Pod, Zeroable};
use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
use wgpu::util::DeviceExt;
use crate::SdfPipeline;
const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
pub struct ApplyMaskFeatherOptions<'a> {
pub mask: &'a wgpu::Texture,
pub width: u32,
pub height: u32,
pub feather: f32,
}
pub struct MaskFeatherPipeline {
sdf_pipeline: SdfPipeline,
inside_texture_bind_group_layout: wgpu::BindGroupLayout,
outside_texture_bind_group_layout: wgpu::BindGroupLayout,
uniform_bind_group_layout: wgpu::BindGroupLayout,
distance_pipeline: wgpu::RenderPipeline,
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct DistanceUniformBuffer {
resolution: [f32; 2],
feather_half: f32,
_padding: f32,
}
impl MaskFeatherPipeline {
pub fn new(context: &GpuContext) -> Self {
let device = context.device();
let inside_texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-mask-distance-inside-layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let outside_texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-mask-distance-outside-layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-mask-distance-uniform-layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("gpu-mask-distance-pipeline-layout"),
bind_group_layouts: &[
Some(&inside_texture_bind_group_layout),
Some(&outside_texture_bind_group_layout),
Some(&uniform_bind_group_layout),
],
immediate_size: 0,
});
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-mask-distance-fullscreen-shader"),
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
});
let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-mask-distance-fragment-shader"),
source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
});
let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("gpu-mask-distance-pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vertex_shader_module,
entry_point: Some("vertex_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &fragment_shader_module,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: GPU_TEXTURE_FORMAT,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Self {
sdf_pipeline: SdfPipeline::new(context),
inside_texture_bind_group_layout,
outside_texture_bind_group_layout,
uniform_bind_group_layout,
distance_pipeline,
}
}
pub fn apply_mask_feather(
&self,
context: &GpuContext,
ApplyMaskFeatherOptions {
mask,
width,
height,
feather,
}: ApplyMaskFeatherOptions<'_>,
) -> wgpu::Texture {
let sdf = self
.sdf_pipeline
.compute_signed_distance_field(context, mask, width, height);
let output_texture = context.create_render_texture(width, height, "masks-feather-output");
let inside_view = sdf
.inside_texture
.create_view(&wgpu::TextureViewDescriptor::default());
let outside_view = sdf
.outside_texture
.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
let inside_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-mask-distance-inside-bind-group"),
layout: &self.inside_texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&inside_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
},
],
});
let outside_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-mask-distance-outside-bind-group"),
layout: &self.outside_texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&outside_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
},
],
});
let uniform_buffer =
context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu-mask-distance-uniform-buffer"),
contents: bytemuck::bytes_of(&DistanceUniformBuffer {
resolution: [width as f32, height as f32],
feather_half: feather / 2.0,
_padding: 0.0,
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-mask-distance-uniform-bind-group"),
layout: &self.uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let mut encoder =
context
.device()
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-mask-distance-command-encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("gpu-mask-distance-render-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.distance_pipeline);
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
render_pass.set_bind_group(0, &inside_bind_group, &[]);
render_pass.set_bind_group(1, &outside_bind_group, &[]);
render_pass.set_bind_group(2, &uniform_bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
context.queue().submit([encoder.finish()]);
output_texture
}
}
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mod feather;
mod sdf;
pub use feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline};
pub use sdf::{SdfPipeline, SignedDistanceFieldTextures};
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use bytemuck::{Pod, Zeroable};
use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
use wgpu::util::DeviceExt;
const JFA_INIT_SHADER_SOURCE: &str = include_str!("shaders/jfa_init.wgsl");
const JFA_STEP_SHADER_SOURCE: &str = include_str!("shaders/jfa_step.wgsl");
pub struct SignedDistanceFieldTextures {
pub inside_texture: wgpu::Texture,
pub outside_texture: wgpu::Texture,
}
pub struct SdfPipeline {
texture_bind_group_layout: wgpu::BindGroupLayout,
uniform_bind_group_layout: wgpu::BindGroupLayout,
init_pipeline: wgpu::RenderPipeline,
step_pipeline: wgpu::RenderPipeline,
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct JfaInitUniformBuffer {
resolution: [f32; 2],
invert: f32,
_padding: f32,
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct JfaStepUniformBuffer {
resolution: [f32; 2],
step_size: f32,
_padding: f32,
}
impl SdfPipeline {
pub fn new(context: &GpuContext) -> Self {
let device = context.device();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-sdf-texture-bind-group-layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("gpu-sdf-uniform-bind-group-layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("gpu-sdf-pipeline-layout"),
bind_group_layouts: &[
Some(&texture_bind_group_layout),
Some(&uniform_bind_group_layout),
],
immediate_size: 0,
});
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-sdf-fullscreen-shader"),
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
});
let init_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-jfa-init-shader"),
source: wgpu::ShaderSource::Wgsl(JFA_INIT_SHADER_SOURCE.into()),
});
let step_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gpu-jfa-step-shader"),
source: wgpu::ShaderSource::Wgsl(JFA_STEP_SHADER_SOURCE.into()),
});
let init_pipeline = create_pipeline(
device,
"gpu-jfa-init-pipeline",
&pipeline_layout,
&vertex_shader_module,
&init_shader_module,
);
let step_pipeline = create_pipeline(
device,
"gpu-jfa-step-pipeline",
&pipeline_layout,
&vertex_shader_module,
&step_shader_module,
);
Self {
texture_bind_group_layout,
uniform_bind_group_layout,
init_pipeline,
step_pipeline,
}
}
pub fn compute_signed_distance_field(
&self,
context: &GpuContext,
source_texture: &wgpu::Texture,
width: u32,
height: u32,
) -> SignedDistanceFieldTextures {
SignedDistanceFieldTextures {
inside_texture: self.run_jfa(context, source_texture, width, height, false),
outside_texture: self.run_jfa(context, source_texture, width, height, true),
}
}
fn run_jfa(
&self,
context: &GpuContext,
source_texture: &wgpu::Texture,
width: u32,
height: u32,
is_inverted: bool,
) -> wgpu::Texture {
let ping_texture = context.create_render_texture(width, height, "gpu-jfa-ping-texture");
let pong_texture = context.create_render_texture(width, height, "gpu-jfa-pong-texture");
self.run_pass(
context,
source_texture,
&ping_texture,
&self.init_pipeline,
bytemuck::bytes_of(&JfaInitUniformBuffer {
resolution: [width as f32, height as f32],
invert: if is_inverted { 1.0 } else { 0.0 },
_padding: 0.0,
}),
);
let mut source_is_ping = true;
let steps = (width.max(height) as f32).log2().ceil() as u32;
for step_index in (0..steps).rev() {
let step_size = 2u32.pow(step_index).max(1);
let input_texture = if source_is_ping {
&ping_texture
} else {
&pong_texture
};
let output_texture = if source_is_ping {
&pong_texture
} else {
&ping_texture
};
self.run_pass(
context,
input_texture,
output_texture,
&self.step_pipeline,
bytemuck::bytes_of(&JfaStepUniformBuffer {
resolution: [width as f32, height as f32],
step_size: step_size as f32,
_padding: 0.0,
}),
);
source_is_ping = !source_is_ping;
}
if source_is_ping {
ping_texture
} else {
pong_texture
}
}
fn run_pass(
&self,
context: &GpuContext,
input_texture: &wgpu::Texture,
output_texture: &wgpu::Texture,
pipeline: &wgpu::RenderPipeline,
uniform_buffer_bytes: &[u8],
) {
let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
let texture_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-sdf-texture-bind-group"),
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&input_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
},
],
});
let uniform_buffer =
context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu-sdf-uniform-buffer"),
contents: uniform_buffer_bytes,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-sdf-uniform-bind-group"),
layout: &self.uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let mut encoder =
context
.device()
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-sdf-command-encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("gpu-sdf-render-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(pipeline);
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
render_pass.set_bind_group(0, &texture_bind_group, &[]);
render_pass.set_bind_group(1, &uniform_bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
context.queue().submit([encoder.finish()]);
}
}
fn create_pipeline(
device: &wgpu::Device,
label: &'static str,
layout: &wgpu::PipelineLayout,
vertex_shader_module: &wgpu::ShaderModule,
fragment_shader_module: &wgpu::ShaderModule,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(layout),
vertex: wgpu::VertexState {
module: vertex_shader_module,
entry_point: Some("vertex_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: fragment_shader_module,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: GPU_TEXTURE_FORMAT,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
})
}
@@ -0,0 +1,50 @@
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) tex_coord: vec2f,
}
struct DistanceUniforms {
resolution: vec2f,
feather_half: f32,
_padding: f32,
}
@group(0) @binding(0) var inside_texture: texture_2d<f32>;
@group(0) @binding(1) var inside_sampler: sampler;
@group(1) @binding(0) var outside_texture: texture_2d<f32>;
@group(1) @binding(1) var outside_sampler: sampler;
@group(2) @binding(0) var<uniform> uniforms: DistanceUniforms;
fn decode_seed(encoded: vec4f) -> vec2f {
let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
return vec2f(x, y);
}
fn is_no_seed(encoded: vec4f) -> bool {
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
}
@fragment
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
let inside_encoded = textureSample(inside_texture, inside_sampler, input.tex_coord);
let outside_encoded = textureSample(outside_texture, outside_sampler, input.tex_coord);
let has_inside = !is_no_seed(inside_encoded);
let has_outside = !is_no_seed(outside_encoded);
let distance_to_inside = select(
100000.0,
distance(pixel_coord, decode_seed(inside_encoded)),
has_inside,
);
let distance_to_outside = select(
100000.0,
distance(pixel_coord, decode_seed(outside_encoded)),
has_outside,
);
let signed_distance = distance_to_outside - distance_to_inside;
let alpha = smoothstep(-uniforms.feather_half, uniforms.feather_half, signed_distance);
return vec4f(alpha, alpha, alpha, alpha);
}
@@ -0,0 +1,35 @@
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) tex_coord: vec2f,
}
struct JfaInitUniforms {
resolution: vec2f,
invert: f32,
_padding: f32,
}
@group(0) @binding(0) var input_texture: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;
@group(1) @binding(0) var<uniform> uniforms: JfaInitUniforms;
fn encode_seed(seed: vec2f) -> vec4f {
let x_hi = floor(seed.x / 256.0);
let x_lo = seed.x - (x_hi * 256.0);
let y_hi = floor(seed.y / 256.0);
let y_lo = seed.y - (y_hi * 256.0);
return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
}
@fragment
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
let mask = textureSample(input_texture, input_sampler, input.tex_coord).r;
let is_seed = select(mask > 0.5, mask < 0.5, uniforms.invert > 0.5);
if (is_seed) {
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
return encode_seed(pixel_coord);
}
return vec4f(1.0, 1.0, 1.0, 1.0);
}
@@ -0,0 +1,75 @@
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) tex_coord: vec2f,
}
struct JfaStepUniforms {
resolution: vec2f,
step_size: f32,
_padding: f32,
}
@group(0) @binding(0) var input_texture: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;
@group(1) @binding(0) var<uniform> uniforms: JfaStepUniforms;
fn decode_seed(encoded: vec4f) -> vec2f {
let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
return vec2f(x, y);
}
fn encode_seed(seed: vec2f) -> vec4f {
let x_hi = floor(seed.x / 256.0);
let x_lo = seed.x - (x_hi * 256.0);
let y_hi = floor(seed.y / 256.0);
let y_lo = seed.y - (y_hi * 256.0);
return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
}
fn is_no_seed(encoded: vec4f) -> bool {
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
}
@fragment
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
let texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
var best_distance = 10000000000.0;
var best_seed = vec2f(65535.0, 65535.0);
for (var y = -1; y <= 1; y = y + 1) {
for (var x = -1; x <= 1; x = x + 1) {
let offset = vec2f(f32(x), f32(y)) * uniforms.step_size;
let sample_uv = input.tex_coord + (offset * texel_size);
if (
sample_uv.x < 0.0 ||
sample_uv.x > 1.0 ||
sample_uv.y < 0.0 ||
sample_uv.y > 1.0
) {
continue;
}
let encoded = textureSample(input_texture, input_sampler, sample_uv);
if (is_no_seed(encoded)) {
continue;
}
let seed = decode_seed(encoded);
let distance_to_seed = distance(pixel_coord, seed);
if (distance_to_seed < best_distance) {
best_distance = distance_to_seed;
best_seed = seed;
}
}
}
if (best_distance < 1000000000.0) {
return encode_seed(best_seed);
}
return vec4f(1.0, 1.0, 1.0, 1.0);
}