// The window shader: the finished frame renders into a runtime-owned layer
// texture and a linked program draws over it into the window, as the last
// step before present. The program samples the frame as uSource (top-left
// origin - the vertex stage flips v when mapping onto the window), gets
// iResolution in physical pixels, and draws attributeless at vertexCount
// (default 3, the covering triangle).
//
// Click anywhere to toggle the warp amount between 0 and 1: at 0 the program
// is an identity pass, which must be indistinguishable from no shader at all
// (the orientation/half-pixel regression check from the plan).
import { render, onFrame, createSignal } from "@solidrt/core"
import { compileShader, destroyShader, glsl, linkProgram } from "@solidrt/core/gpu"
let VERTEX = glsl`#version 300 es
precision highp float;
out vec2 vUV;
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
// uSource is top-left origin; flip v so the frame lands upright on the
// window (the one flip of the frame path, done here in the vertex stage).
vUV = vec2(p.x, 1.0 - p.y);
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}
`
// { header: true } declares #version, precision, iResolution and fragColor;
// uSource, vUV, and the app's own uniforms - the time included - are
// declared here.
let WARP = glsl`
uniform sampler2D uSource;
uniform float uAmount;
uniform float uTime;
in vec2 vUV;
void main() {
vec2 uv = vUV;
uv.x += sin(uv.y * 24.0 + uTime * 3.0) * 0.012 * uAmount;
uv.y += sin(uv.x * 18.0 - uTime * 2.0) * 0.012 * uAmount;
fragColor = texture(uSource, uv);
}
`
function App() {
let vs = compileShader("vertex", VERTEX)
let fs = compileShader("fragment", WARP, { header: true })
let warp = linkProgram(vs, fs, { label: "warp" })
destroyShader(vs)
destroyShader(fs)
let [time, setTime] = createSignal(0)
let [amount, setAmount] = createSignal(1)
onFrame(tick => setTime(tick / 1000))
return (
setAmount(a => (a > 0 ? 0 : 1))}
flexDirection="column"
gap={12}
alignItems="center"
justifyContent="center"
>
Window shader
Click to toggle warp (identity at 0)
)
}
render(() => )