perf: editing theme doesn't require a complete reredenring

This commit is contained in:
2026-09-15 21:14:14 +02:00
parent a5b26ce738
commit fbe7f4da13
4 changed files with 426 additions and 73 deletions
+78
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// Colourise pass: map the iteration pass's per-pixel escape data (from
// `mandelbrot.wgsl`'s `fs_data`) through the palette. This is the only
// color-dependent step, so changing the palette / colour scale / offset (e.g.
// colour cycling) re-runs just this cheap pass — the expensive perturbation
// iteration in the data texture is reused untouched.
//
// The data texture holds, per texel: R = ci (palette parameter), G = DE
// darkening factor, B = interior fraction (for boundary anti-aliasing). It is
// the same resolution as this pass's target, so we read it with `textureLoad`
// at the fragment's integer pixel coordinate (nearest — iteration data must not
// be linearly filtered across escape boundaries).
// Must match `Uniforms` in mandelbrot.wgsl / the Rust `Uniforms` struct.
struct Uniforms {
span: vec2<f32>,
max_iter: u32,
ref_len: u32,
color_offset: f32,
color_scale: f32,
bailout_sq: f32,
is_julia: u32,
palette_id: u32,
aa_level: u32,
kind: u32,
power: u32,
dc_offset: vec2<f32>,
phoenix_p: vec2<f32>,
de_coloring: u32,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var data_tex: texture_2d<f32>;
// Smooth cyclic palettes (Inigo Quilez cosine palettes). Must match the palette
// in mandelbrot.wgsl.
fn palette(id: u32, t: f32) -> vec3<f32> {
if (id == 4u) {
return vec3<f32>(t, t, t); // grayscale
}
let a = vec3<f32>(0.5, 0.5, 0.5);
let b = vec3<f32>(0.5, 0.5, 0.5);
var c = vec3<f32>(1.0, 1.0, 1.0);
var d = vec3<f32>(0.00, 0.10, 0.20); // 0: amber / blue
if (id == 1u) {
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
} else if (id == 2u) {
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
} else if (id == 3u) {
c = vec3<f32>(1.0, 1.0, 0.5);
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
}
return a + b * cos(6.28318530718 * (c * t + d));
}
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
var verts = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
return vec4<f32>(verts[idx], 0.0, 1.0);
}
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
let ci = d.r;
let de = d.g;
let interior_frac = d.b;
let t = fract(ci * u.color_scale + u.color_offset);
var col = palette(u.palette_id, t) * de;
// Anti-alias the set boundary: fade toward black by the fraction of the
// pixel's sub-samples that landed in the interior.
col = col * (1.0 - interior_frac);
return vec4<f32>(col, 1.0);
}