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implement square filter
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44
uw8-window/src/gpu/square.wgsl
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44
uw8-window/src/gpu/square.wgsl
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@@ -0,0 +1,44 @@
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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struct Uniforms {
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texture_scale: vec4<f32>,
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}
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@group(0) @binding(2) var<uniform> uniforms: Uniforms;
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let i = in_vertex_index / 3u + in_vertex_index % 3u;
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let x = -1.0 + f32(i % 2u) * 322.0;
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let y = -1.0 + f32(i / 2u) * 242.0;
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out.clip_position = vec4<f32>((vec2<f32>(x, y) - vec2<f32>(160.0, 120.0)) * uniforms.texture_scale.xy, 0.0, 1.0);
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out.tex_coords = vec2<f32>(x, y);
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return out;
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}
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@group(0) @binding(0) var screen_texture: texture_2d<f32>;
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@group(0) @binding(1) var linear_sampler: sampler;
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fn aa_tex_coord(c: f32) -> f32 {
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let low = c - uniforms.texture_scale.z * 0.5;
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let high = c + uniforms.texture_scale.z * 0.5;
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let base = floor(low);
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let center = base + 0.5;
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let next = base + 1.0;
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if high > next {
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return center + (high - next) / (high - base);
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} else {
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return center;
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}
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(screen_texture, linear_sampler, vec2<f32>(aa_tex_coord(in.tex_coords.x), aa_tex_coord(in.tex_coords.y)) / vec2<f32>(320.0, 240.0));
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}
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