@feng3d/glslup是一个GLSL升级工具,可以将 GLSL100/GLSL300 到 GLSL450 版本。
有些WebGL项目需要迁移到WebGPU进行渲染,只有GLSL的高级版本才能够通过某些工具进行转换为WebGPU可以使用的着色语言WGSL。
GLSL转换WGSL流程为 glsl100 -> glsl300 -> glsl450 -> wgsl
。
WebGL1.0支持glsl100; WebGL2.0支持glsl300;
当前库负责处理 glsl100 -> glsl300 -> glsl450
这部分升级工作。另外的 glsl450 -> wgsl
工作交由 @feng3d/glsl2wgsl 库进行处理。
- 升级 glsl100 到 glsl300
- 升级 glsl300 到 glsl450
- 处理 #define #ifdef 等预处理器指令,让代码更加简化。
npm install @feng3d/glslup
import { glslup450 } from "@feng3d/glslup";
(async () => {
const glsl100 = `
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying lowp vec4 vColor;
void main(void) {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vColor = aVertexColor;
}
`;
const glsl450 = glslup450(glsl100); // 升级为glsl450
console.log(glsl450.code);
// 输出内容为:
// #version 450
// layout(location = 0)in vec4 aVertexPosition;
// layout(location = 1)in vec4 aVertexColor;
// layout(set = 0, binding = 0)uniform Unifroms
// {
// mat4 uModelViewMatrix;
// mat4 uProjectionMatrix;
// };layout(location = 0)out lowp vec4 vColor;
// void main(void) {
// gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
// vColor = aVertexColor;
// }
console.log(glsl450.layoutInfo); // 输出着色器的布局信息,包含了uniforms、attributes、varyings的信息,便于后续的WebGPU着色器代码生成。
})();
整数类型采样器, usampler ,处理过程遇到些问题不好处理。
#version 300 es
precision highp float;
precision highp int;
precision highp usampler2D;
uniform usampler2D diffuse;
in vec2 v_st;
out vec4 color;
void main()
{
uvec4 intColor = texture(diffuse, v_st) / 32u * 32u;
color = vec4(intColor) / 255.0;
}
texelFetchOffset
#version 300 es
precision highp float;
precision highp int;
uniform sampler2D diffuse;
in vec2 v_st;
out vec4 color;
vec4 catmullRom(in vec4 A, in vec4 B, in vec4 C, in vec4 D, in float s)
{
mat4 catmullRomMatrix = mat4(
vec4(-1.0, 2.0,-1.0, 0.0),
vec4( 3.0,-5.0, 0.0, 2.0),
vec4(-3.0, 4.0, 1.0, 0.0),
vec4( 1.0,-1.0, 0.0, 0.0));
vec4 expo = vec4(s * s * s, s * s, s, 1.0);
return 0.5 * expo * catmullRomMatrix * mat4(
A[0], B[0], C[0], D[0],
A[1], B[1], C[1], D[1],
A[2], B[2], C[2], D[2],
A[3], B[3], C[3], D[3]);
}
vec4 textureCatmullrom(in sampler2D sampler, in vec2 st)
{
ivec2 size = textureSize(sampler, 0);
ivec2 texelCoord = ivec2(vec2(size) * st);
vec4 texel00 = texelFetchOffset(sampler, texelCoord, 0, ivec2(-1,-1));
vec4 texel10 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 0,-1));
vec4 texel20 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 1,-1));
vec4 texel30 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 2,-1));
vec4 texel01 = texelFetchOffset(sampler, texelCoord, 0, ivec2(-1, 0));
vec4 texel11 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 0, 0));
vec4 texel21 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 1, 0));
vec4 texel31 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 2, 0));
vec4 texel02 = texelFetchOffset(sampler, texelCoord, 0, ivec2(-1, 1));
vec4 texel12 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 0, 1));
vec4 texel22 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 1, 1));
vec4 texel32 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 2, 1));
vec4 texel03 = texelFetchOffset(sampler, texelCoord, 0, ivec2(-1, 2));
vec4 texel13 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 0, 2));
vec4 texel23 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 1, 2));
vec4 texel33 = texelFetchOffset(sampler, texelCoord, 0, ivec2( 2, 2));
vec2 splineCoord = fract(vec2(size * texelCoord));
vec4 row0 = catmullRom(texel00, texel10, texel20, texel30, splineCoord.x);
vec4 row1 = catmullRom(texel01, texel11, texel21, texel31, splineCoord.x);
vec4 row2 = catmullRom(texel02, texel12, texel22, texel32, splineCoord.x);
vec4 row3 = catmullRom(texel03, texel13, texel23, texel33, splineCoord.x);
return catmullRom(row0, row1, row2, row3, splineCoord.y);
}
void main()
{
color = textureCatmullrom(diffuse, v_st);
}