a deliberately stupid space heater that wastes electricity on fire shaders and prime numbers
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LICENSE-MIT
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+46
README.md
··· 1 + # heatslop 2 + 3 + A dumb-but-fun space heater app that maxes out your CPU and GPU to warm up your room. It renders a procedural fire animation on the GPU while all your CPU cores brute-force search for prime numbers. 4 + 5 + Yes, it is exactly as stupid as it sounds. 6 + 7 + ## What it does 8 + 9 + - **GPU:** Runs a 3-pass fire shader (generation, gaussian blur, bloom composite) as fast as possible with vsync off. Your GPU will earn its electricity bill. 10 + - **CPU:** Every core runs trial division to find primes. The title bar shows how many primes have been found and how many primality tests are happening per second. 11 + - **Title bar:** Live FPS, core count, primes found, and tests/sec for primes. 12 + 13 + ## Screenshot 14 + 15 + It's fire. On your screen. You get it. 16 + 17 + ## Building & Running 18 + 19 + ``` 20 + cargo run --release 21 + ``` 22 + 23 + Press `ESC` or close the window to stop. 24 + 25 + `--release` matters. You want optimized prime crunching if you're going to waste electricity. 26 + 27 + ## The fire shader 28 + 29 + The fire effect is from **ddsol**'s ["Bring the Heat"](https://www.shadertoy.com/view/4sfBWj) on Shadertoy. The original GLSL is preserved unmodified in `src/shaders/shadertoy/`. A Rust adapter module wraps it with wgpu preambles and applies two minimal workarounds for naga's GLSL parser limitations (precomputed matrix product, hardcoded array sizes). The original code is never touched. 30 + 31 + Credit and thanks to [ddsol](https://www.shadertoy.com/user/ddsol) for the shader. 32 + 33 + ## The slop disclosure 34 + 35 + This project was written almost entirely by an LLM. I designed the architecture (how the pieces connect, what the passes do, the module structure), but the vast majority of the code came out of wasting electricity. Hence the name. 36 + 37 + **This is not representative of how I normally work.** My actual public-facing projects are not like this. When I use LLMs in real work, I read every single line, understand every single part, and treat the output as a starting point, not a finished product. This project exists because I wanted a space heater. 38 + 39 + If you're wondering which LLM I used: I'm not saying. I don't do free advertising :p 40 + 41 + ## License 42 + 43 + Dual licensed: 44 + 45 + - **The Rust code** (everything except `src/shaders/shadertoy/`) is under the [MIT License](LICENSE-MIT). 46 + - **The fire shader** (`src/shaders/shadertoy/`) is by ddsol. I didn't find a specific license on the shader itself, but the [default license for Shadertoy shaders](https://www.shadertoy.com/terms) is [CC BY-NC-SA 3.0](LICENSE-SHADER).
+197
src/app.rs
··· 1 + use std::sync::atomic::{AtomicBool, AtomicU64, Ordering}; 2 + use std::sync::Arc; 3 + use std::time::Instant; 4 + 5 + use winit::application::ApplicationHandler; 6 + use winit::dpi::PhysicalSize; 7 + use winit::event::WindowEvent; 8 + use winit::event_loop::ActiveEventLoop; 9 + use winit::window::{Window, WindowId}; 10 + 11 + use crate::cpu; 12 + use crate::gpu::GpuState; 13 + 14 + pub struct App { 15 + window: Option<Arc<Window>>, 16 + gpu: Option<GpuState>, 17 + running: Arc<AtomicBool>, 18 + primes_found: Arc<AtomicU64>, 19 + numbers_tested: Arc<AtomicU64>, 20 + cpu_threads: Vec<std::thread::JoinHandle<()>>, 21 + frame_count: u64, 22 + last_fps_time: Instant, 23 + fps: f64, 24 + last_tested_count: u64, 25 + tests_per_sec: f64, 26 + } 27 + 28 + impl App { 29 + pub fn new() -> Self { 30 + Self { 31 + window: None, 32 + gpu: None, 33 + running: Arc::new(AtomicBool::new(true)), 34 + primes_found: Arc::new(AtomicU64::new(0)), 35 + numbers_tested: Arc::new(AtomicU64::new(0)), 36 + cpu_threads: Vec::new(), 37 + frame_count: 0, 38 + last_fps_time: Instant::now(), 39 + fps: 0.0, 40 + last_tested_count: 0, 41 + tests_per_sec: 0.0, 42 + } 43 + } 44 + 45 + fn spawn_cpu_workers(&mut self) { 46 + let num_threads = num_cpus::get(); 47 + log::info!("Spawning {} CPU threads for prime search", num_threads); 48 + 49 + for i in 0..num_threads { 50 + let running = self.running.clone(); 51 + let primes_found = self.primes_found.clone(); 52 + let numbers_tested = self.numbers_tested.clone(); 53 + let handle = std::thread::Builder::new() 54 + .name(format!("prime-worker-{}", i)) 55 + .spawn(move || { 56 + cpu::prime_worker( 57 + running, 58 + primes_found, 59 + numbers_tested, 60 + i as u64, 61 + num_threads as u64, 62 + ); 63 + }) 64 + .expect("Failed to spawn CPU worker thread"); 65 + self.cpu_threads.push(handle); 66 + } 67 + } 68 + 69 + fn update_title(&mut self) { 70 + self.frame_count += 1; 71 + let now = Instant::now(); 72 + let elapsed = now.duration_since(self.last_fps_time).as_secs_f64(); 73 + 74 + let current_tested = self.numbers_tested.load(Ordering::Relaxed); 75 + let current_primes = self.primes_found.load(Ordering::Relaxed); 76 + 77 + if elapsed >= 0.5 { 78 + self.fps = self.frame_count as f64 / elapsed; 79 + let delta = current_tested.saturating_sub(self.last_tested_count); 80 + self.tests_per_sec = delta as f64 / elapsed; 81 + self.last_tested_count = current_tested; 82 + self.frame_count = 0; 83 + self.last_fps_time = now; 84 + } 85 + 86 + let num_cores = num_cpus::get(); 87 + 88 + let title = format!( 89 + "\u{1F525} HEATSLOP \u{2014} GPU: {:.0} fps | CPU: {} cores \u{00D7} primes \u{2014} {} found, {} tests/s | Stay warm!", 90 + self.fps, 91 + num_cores, 92 + format_number(current_primes), 93 + format_number(self.tests_per_sec as u64), 94 + ); 95 + 96 + if let Some(window) = &self.window { 97 + window.set_title(&title); 98 + } 99 + } 100 + } 101 + 102 + fn format_number(n: u64) -> String { 103 + if n >= 1_000_000_000 { 104 + format!("{:.2}B", n as f64 / 1_000_000_000.0) 105 + } else if n >= 1_000_000 { 106 + format!("{:.2}M", n as f64 / 1_000_000.0) 107 + } else if n >= 1_000 { 108 + format!("{:.1}K", n as f64 / 1_000.0) 109 + } else { 110 + format!("{}", n) 111 + } 112 + } 113 + 114 + impl ApplicationHandler for App { 115 + fn resumed(&mut self, event_loop: &ActiveEventLoop) { 116 + if self.window.is_some() { 117 + return; 118 + } 119 + 120 + let window_attrs = Window::default_attributes() 121 + .with_title("\u{1F525} HEATSLOP \u{2014} Starting up...") 122 + .with_inner_size(PhysicalSize::new(1280u32, 720u32)); 123 + 124 + let window = Arc::new(event_loop.create_window(window_attrs).unwrap()); 125 + 126 + let gpu = pollster::block_on(GpuState::new(window.clone())); 127 + 128 + self.window = Some(window); 129 + self.gpu = Some(gpu); 130 + 131 + // Start CPU workers 132 + self.spawn_cpu_workers(); 133 + } 134 + 135 + fn window_event( 136 + &mut self, 137 + event_loop: &ActiveEventLoop, 138 + _window_id: WindowId, 139 + event: WindowEvent, 140 + ) { 141 + match event { 142 + WindowEvent::CloseRequested => { 143 + log::info!("Shutting down..."); 144 + self.running.store(false, Ordering::Relaxed); 145 + event_loop.exit(); 146 + } 147 + WindowEvent::Resized(new_size) => { 148 + if let Some(gpu) = &mut self.gpu { 149 + gpu.resize(new_size); 150 + } 151 + } 152 + WindowEvent::RedrawRequested => { 153 + self.update_title(); 154 + 155 + if let Some(gpu) = &mut self.gpu { 156 + match gpu.render() { 157 + Ok(_) => {} 158 + Err(wgpu::SurfaceError::Lost) => { 159 + let size = gpu.size; 160 + gpu.resize(size); 161 + } 162 + Err(wgpu::SurfaceError::OutOfMemory) => { 163 + log::error!("Out of GPU memory!"); 164 + event_loop.exit(); 165 + } 166 + Err(e) => { 167 + log::warn!("Render error: {:?}", e); 168 + } 169 + } 170 + } 171 + 172 + // Request another frame immediately (no vsync = max GPU throughput) 173 + if let Some(window) = &self.window { 174 + window.request_redraw(); 175 + } 176 + } 177 + WindowEvent::KeyboardInput { event, .. } => { 178 + if event.physical_key 179 + == winit::keyboard::PhysicalKey::Code(winit::keyboard::KeyCode::Escape) 180 + { 181 + self.running.store(false, Ordering::Relaxed); 182 + event_loop.exit(); 183 + } 184 + } 185 + _ => {} 186 + } 187 + } 188 + } 189 + 190 + impl Drop for App { 191 + fn drop(&mut self) { 192 + self.running.store(false, Ordering::Relaxed); 193 + for handle in self.cpu_threads.drain(..) { 194 + let _ = handle.join(); 195 + } 196 + } 197 + }
+62
src/cpu.rs
··· 1 + use std::sync::atomic::{AtomicBool, AtomicU64, Ordering}; 2 + use std::sync::Arc; 3 + 4 + /// Test whether `n` is prime using trial division up to √n. 5 + /// Deliberately not optimized — we *want* to burn CPU. 6 + fn is_prime(n: u64) -> bool { 7 + if n < 2 { 8 + return false; 9 + } 10 + if n < 4 { 11 + return true; 12 + } 13 + if n % 2 == 0 || n % 3 == 0 { 14 + return false; 15 + } 16 + let mut i = 5u64; 17 + while i.saturating_mul(i) <= n { 18 + if n % i == 0 || n % (i + 2) == 0 { 19 + return false; 20 + } 21 + i += 6; 22 + } 23 + true 24 + } 25 + 26 + /// CPU-burning worker that counts primes by brute-force trial division. 27 + /// 28 + /// Each thread tests a disjoint slice of odd numbers (interleaved by stride) 29 + /// and atomically increments shared counters for primes found and numbers tested. 30 + /// Uses constant memory regardless of how long it runs. 31 + pub fn prime_worker( 32 + running: Arc<AtomicBool>, 33 + primes_found: Arc<AtomicU64>, 34 + numbers_tested: Arc<AtomicU64>, 35 + thread_id: u64, 36 + num_threads: u64, 37 + ) { 38 + // Each thread works on odd numbers: 3 + 2*thread_id, stepping by 2*num_threads. 39 + // Thread 0 also accounts for the prime 2 by adding 1 to its first batch. 40 + let stride = 2 * num_threads; 41 + let mut n = 3 + 2 * thread_id; 42 + let batch_size = 500u64; 43 + 44 + if thread_id == 0 { 45 + // Count prime 2 once 46 + primes_found.fetch_add(1, Ordering::Relaxed); 47 + } 48 + 49 + while running.load(Ordering::Relaxed) { 50 + let mut local_primes = 0u64; 51 + 52 + for _ in 0..batch_size { 53 + if is_prime(n) { 54 + local_primes += 1; 55 + } 56 + n += stride; 57 + } 58 + 59 + primes_found.fetch_add(local_primes, Ordering::Relaxed); 60 + numbers_tested.fetch_add(batch_size, Ordering::Relaxed); 61 + } 62 + }
+675
src/gpu.rs
··· 1 + use std::borrow::Cow; 2 + use std::collections::HashMap; 3 + use std::sync::Arc; 4 + use std::time::Instant; 5 + 6 + use winit::dpi::PhysicalSize; 7 + use winit::window::Window; 8 + 9 + use crate::shadertoy_adapter; 10 + 11 + // Uniform buffer matching the shader's Uniforms struct 12 + #[repr(C)] 13 + #[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] 14 + pub struct Uniforms { 15 + pub time: f32, 16 + pub _pad0: f32, 17 + pub resolution: [f32; 2], 18 + pub intensity: f32, 19 + pub _pad1: [f32; 3], 20 + } 21 + 22 + fn create_intermediate_texture( 23 + device: &wgpu::Device, 24 + width: u32, 25 + height: u32, 26 + label: &str, 27 + ) -> (wgpu::Texture, wgpu::TextureView) { 28 + let texture = device.create_texture(&wgpu::TextureDescriptor { 29 + label: Some(label), 30 + size: wgpu::Extent3d { 31 + width: width.max(1), 32 + height: height.max(1), 33 + depth_or_array_layers: 1, 34 + }, 35 + mip_level_count: 1, 36 + sample_count: 1, 37 + dimension: wgpu::TextureDimension::D2, 38 + format: wgpu::TextureFormat::Rgba16Float, 39 + usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, 40 + view_formats: &[], 41 + }); 42 + let view = texture.create_view(&wgpu::TextureViewDescriptor::default()); 43 + (texture, view) 44 + } 45 + 46 + pub struct GpuState { 47 + surface: wgpu::Surface<'static>, 48 + device: wgpu::Device, 49 + queue: wgpu::Queue, 50 + config: wgpu::SurfaceConfiguration, 51 + 52 + // Pipelines 53 + fire_pipeline: wgpu::RenderPipeline, 54 + blur_pipeline: wgpu::RenderPipeline, 55 + composite_pipeline: wgpu::RenderPipeline, 56 + 57 + // Intermediate textures 58 + fire_texture: wgpu::Texture, 59 + fire_view: wgpu::TextureView, 60 + blur_texture: wgpu::Texture, 61 + blur_view: wgpu::TextureView, 62 + 63 + // Shared resources 64 + sampler: wgpu::Sampler, 65 + uniform_buffer: wgpu::Buffer, 66 + 67 + // Bind group layouts (needed for recreating bind groups on resize) 68 + #[allow(dead_code)] 69 + fire_bg_layout: wgpu::BindGroupLayout, 70 + blur_bg_layout: wgpu::BindGroupLayout, 71 + composite_bg_layout: wgpu::BindGroupLayout, 72 + 73 + // Bind groups 74 + fire_bind_group: wgpu::BindGroup, 75 + blur_bind_group: wgpu::BindGroup, 76 + composite_bind_group: wgpu::BindGroup, 77 + 78 + start_time: Instant, 79 + pub size: PhysicalSize<u32>, 80 + } 81 + 82 + impl GpuState { 83 + fn create_blur_bind_group( 84 + device: &wgpu::Device, 85 + layout: &wgpu::BindGroupLayout, 86 + uniform_buffer: &wgpu::Buffer, 87 + fire_view: &wgpu::TextureView, 88 + sampler: &wgpu::Sampler, 89 + ) -> wgpu::BindGroup { 90 + device.create_bind_group(&wgpu::BindGroupDescriptor { 91 + label: Some("blur_bind_group"), 92 + layout, 93 + entries: &[ 94 + wgpu::BindGroupEntry { 95 + binding: 0, 96 + resource: uniform_buffer.as_entire_binding(), 97 + }, 98 + wgpu::BindGroupEntry { 99 + binding: 1, 100 + resource: wgpu::BindingResource::TextureView(fire_view), 101 + }, 102 + wgpu::BindGroupEntry { 103 + binding: 2, 104 + resource: wgpu::BindingResource::Sampler(sampler), 105 + }, 106 + ], 107 + }) 108 + } 109 + 110 + fn create_composite_bind_group( 111 + device: &wgpu::Device, 112 + layout: &wgpu::BindGroupLayout, 113 + uniform_buffer: &wgpu::Buffer, 114 + fire_view: &wgpu::TextureView, 115 + blur_view: &wgpu::TextureView, 116 + sampler: &wgpu::Sampler, 117 + ) -> wgpu::BindGroup { 118 + device.create_bind_group(&wgpu::BindGroupDescriptor { 119 + label: Some("composite_bind_group"), 120 + layout, 121 + entries: &[ 122 + wgpu::BindGroupEntry { 123 + binding: 0, 124 + resource: uniform_buffer.as_entire_binding(), 125 + }, 126 + wgpu::BindGroupEntry { 127 + binding: 1, 128 + resource: wgpu::BindingResource::TextureView(fire_view), 129 + }, 130 + wgpu::BindGroupEntry { 131 + binding: 2, 132 + resource: wgpu::BindingResource::TextureView(blur_view), 133 + }, 134 + wgpu::BindGroupEntry { 135 + binding: 3, 136 + resource: wgpu::BindingResource::Sampler(sampler), 137 + }, 138 + ], 139 + }) 140 + } 141 + 142 + pub async fn new(window: Arc<Window>) -> Self { 143 + let size = window.inner_size(); 144 + 145 + let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { 146 + backends: wgpu::Backends::all(), 147 + ..Default::default() 148 + }); 149 + 150 + let surface = instance.create_surface(window.clone()).unwrap(); 151 + 152 + let adapter = instance 153 + .request_adapter(&wgpu::RequestAdapterOptions { 154 + power_preference: wgpu::PowerPreference::HighPerformance, 155 + compatible_surface: Some(&surface), 156 + force_fallback_adapter: false, 157 + }) 158 + .await 159 + .expect("Failed to find a suitable GPU adapter"); 160 + 161 + log::info!("Using GPU: {:?}", adapter.get_info().name); 162 + 163 + let (device, queue) = adapter 164 + .request_device( 165 + &wgpu::DeviceDescriptor { 166 + label: Some("heatslop_device"), 167 + required_features: wgpu::Features::empty(), 168 + required_limits: wgpu::Limits::default(), 169 + ..Default::default() 170 + }, 171 + None, 172 + ) 173 + .await 174 + .expect("Failed to create device"); 175 + 176 + let surface_caps = surface.get_capabilities(&adapter); 177 + let surface_format = surface_caps 178 + .formats 179 + .iter() 180 + .find(|f| f.is_srgb()) 181 + .copied() 182 + .unwrap_or(surface_caps.formats[0]); 183 + 184 + let config = wgpu::SurfaceConfiguration { 185 + usage: wgpu::TextureUsages::RENDER_ATTACHMENT, 186 + format: surface_format, 187 + width: size.width.max(1), 188 + height: size.height.max(1), 189 + present_mode: wgpu::PresentMode::AutoNoVsync, 190 + alpha_mode: surface_caps.alpha_modes[0], 191 + view_formats: vec![], 192 + desired_maximum_frame_latency: 2, 193 + }; 194 + surface.configure(&device, &config); 195 + 196 + // ---- Shaders ---- 197 + // Vertex shader: single WGSL module, override constant controls Y-flip 198 + let vert = device.create_shader_module(wgpu::ShaderModuleDescriptor { 199 + label: Some("vert"), 200 + source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!( 201 + "shaders/fullscreen.wgsl" 202 + ))), 203 + }); 204 + let flip_off = HashMap::from([("0".to_string(), 0.0_f64)]); 205 + let flip_on = HashMap::from([("0".to_string(), 1.0_f64)]); 206 + 207 + // Fragment shaders: original Shadertoy code composed via adapter 208 + let fire_src = shadertoy_adapter::fire_frag(); 209 + let fire_frag = device.create_shader_module(wgpu::ShaderModuleDescriptor { 210 + label: Some("fire_frag"), 211 + source: wgpu::ShaderSource::Glsl { 212 + shader: Cow::Owned(fire_src), 213 + stage: naga::ShaderStage::Fragment, 214 + defines: Default::default(), 215 + }, 216 + }); 217 + let blur_src = shadertoy_adapter::blur_frag(); 218 + let blur_frag = device.create_shader_module(wgpu::ShaderModuleDescriptor { 219 + label: Some("blur_frag"), 220 + source: wgpu::ShaderSource::Glsl { 221 + shader: Cow::Owned(blur_src), 222 + stage: naga::ShaderStage::Fragment, 223 + defines: Default::default(), 224 + }, 225 + }); 226 + let composite_src = shadertoy_adapter::composite_frag(); 227 + let composite_frag = device.create_shader_module(wgpu::ShaderModuleDescriptor { 228 + label: Some("composite_frag"), 229 + source: wgpu::ShaderSource::Glsl { 230 + shader: Cow::Owned(composite_src), 231 + stage: naga::ShaderStage::Fragment, 232 + defines: Default::default(), 233 + }, 234 + }); 235 + 236 + // ---- Uniform buffer ---- 237 + let uniforms = Uniforms { 238 + time: 0.0, 239 + _pad0: 0.0, 240 + resolution: [size.width as f32, size.height as f32], 241 + intensity: 1.0, 242 + _pad1: [0.0; 3], 243 + }; 244 + let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { 245 + label: Some("uniform_buffer"), 246 + size: std::mem::size_of::<Uniforms>() as u64, 247 + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, 248 + mapped_at_creation: false, 249 + }); 250 + queue.write_buffer(&uniform_buffer, 0, bytemuck::cast_slice(&[uniforms])); 251 + 252 + // ---- Sampler ---- 253 + let sampler = device.create_sampler(&wgpu::SamplerDescriptor { 254 + label: Some("tex_sampler"), 255 + address_mode_u: wgpu::AddressMode::ClampToEdge, 256 + address_mode_v: wgpu::AddressMode::ClampToEdge, 257 + mag_filter: wgpu::FilterMode::Linear, 258 + min_filter: wgpu::FilterMode::Linear, 259 + ..Default::default() 260 + }); 261 + 262 + // ---- Intermediate textures ---- 263 + let (fire_texture, fire_view) = 264 + create_intermediate_texture(&device, size.width, size.height, "fire_texture"); 265 + let (blur_texture, blur_view) = 266 + create_intermediate_texture(&device, size.width, size.height, "blur_texture"); 267 + 268 + // ---- Bind group layouts ---- 269 + 270 + // Fire: just uniforms 271 + let fire_bg_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { 272 + label: Some("fire_bg_layout"), 273 + entries: &[wgpu::BindGroupLayoutEntry { 274 + binding: 0, 275 + visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, 276 + ty: wgpu::BindingType::Buffer { 277 + ty: wgpu::BufferBindingType::Uniform, 278 + has_dynamic_offset: false, 279 + min_binding_size: None, 280 + }, 281 + count: None, 282 + }], 283 + }); 284 + 285 + // Blur: uniforms + input texture + sampler 286 + let blur_bg_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { 287 + label: Some("blur_bg_layout"), 288 + entries: &[ 289 + wgpu::BindGroupLayoutEntry { 290 + binding: 0, 291 + visibility: wgpu::ShaderStages::FRAGMENT, 292 + ty: wgpu::BindingType::Buffer { 293 + ty: wgpu::BufferBindingType::Uniform, 294 + has_dynamic_offset: false, 295 + min_binding_size: None, 296 + }, 297 + count: None, 298 + }, 299 + wgpu::BindGroupLayoutEntry { 300 + binding: 1, 301 + visibility: wgpu::ShaderStages::FRAGMENT, 302 + ty: wgpu::BindingType::Texture { 303 + sample_type: wgpu::TextureSampleType::Float { filterable: true }, 304 + view_dimension: wgpu::TextureViewDimension::D2, 305 + multisampled: false, 306 + }, 307 + count: None, 308 + }, 309 + wgpu::BindGroupLayoutEntry { 310 + binding: 2, 311 + visibility: wgpu::ShaderStages::FRAGMENT, 312 + ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), 313 + count: None, 314 + }, 315 + ], 316 + }); 317 + 318 + // Composite: uniforms + fire texture + blur texture + sampler 319 + let composite_bg_layout = 320 + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { 321 + label: Some("composite_bg_layout"), 322 + entries: &[ 323 + wgpu::BindGroupLayoutEntry { 324 + binding: 0, 325 + visibility: wgpu::ShaderStages::FRAGMENT, 326 + ty: wgpu::BindingType::Buffer { 327 + ty: wgpu::BufferBindingType::Uniform, 328 + has_dynamic_offset: false, 329 + min_binding_size: None, 330 + }, 331 + count: None, 332 + }, 333 + wgpu::BindGroupLayoutEntry { 334 + binding: 1, 335 + visibility: wgpu::ShaderStages::FRAGMENT, 336 + ty: wgpu::BindingType::Texture { 337 + sample_type: wgpu::TextureSampleType::Float { filterable: true }, 338 + view_dimension: wgpu::TextureViewDimension::D2, 339 + multisampled: false, 340 + }, 341 + count: None, 342 + }, 343 + wgpu::BindGroupLayoutEntry { 344 + binding: 2, 345 + visibility: wgpu::ShaderStages::FRAGMENT, 346 + ty: wgpu::BindingType::Texture { 347 + sample_type: wgpu::TextureSampleType::Float { filterable: true }, 348 + view_dimension: wgpu::TextureViewDimension::D2, 349 + multisampled: false, 350 + }, 351 + count: None, 352 + }, 353 + wgpu::BindGroupLayoutEntry { 354 + binding: 3, 355 + visibility: wgpu::ShaderStages::FRAGMENT, 356 + ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), 357 + count: None, 358 + }, 359 + ], 360 + }); 361 + 362 + // ---- Bind groups ---- 363 + let fire_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { 364 + label: Some("fire_bind_group"), 365 + layout: &fire_bg_layout, 366 + entries: &[wgpu::BindGroupEntry { 367 + binding: 0, 368 + resource: uniform_buffer.as_entire_binding(), 369 + }], 370 + }); 371 + 372 + let blur_bind_group = Self::create_blur_bind_group( 373 + &device, 374 + &blur_bg_layout, 375 + &uniform_buffer, 376 + &fire_view, 377 + &sampler, 378 + ); 379 + 380 + let composite_bind_group = Self::create_composite_bind_group( 381 + &device, 382 + &composite_bg_layout, 383 + &uniform_buffer, 384 + &fire_view, 385 + &blur_view, 386 + &sampler, 387 + ); 388 + 389 + // ---- Pipeline layouts ---- 390 + let fire_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { 391 + label: Some("fire_pipeline_layout"), 392 + bind_group_layouts: &[&fire_bg_layout], 393 + push_constant_ranges: &[], 394 + }); 395 + let blur_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { 396 + label: Some("blur_pipeline_layout"), 397 + bind_group_layouts: &[&blur_bg_layout], 398 + push_constant_ranges: &[], 399 + }); 400 + let composite_pipeline_layout = 401 + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { 402 + label: Some("composite_pipeline_layout"), 403 + bind_group_layouts: &[&composite_bg_layout], 404 + push_constant_ranges: &[], 405 + }); 406 + 407 + // ---- Render pipelines ---- 408 + 409 + // Fire pipeline: renders to Rgba16Float intermediate texture 410 + let fire_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { 411 + label: Some("fire_pipeline"), 412 + layout: Some(&fire_pipeline_layout), 413 + vertex: wgpu::VertexState { 414 + module: &vert, 415 + entry_point: Some("main"), 416 + buffers: &[], 417 + compilation_options: wgpu::PipelineCompilationOptions { 418 + constants: &flip_off, 419 + ..Default::default() 420 + }, 421 + }, 422 + fragment: Some(wgpu::FragmentState { 423 + module: &fire_frag, 424 + entry_point: Some("main"), 425 + targets: &[Some(wgpu::ColorTargetState { 426 + format: wgpu::TextureFormat::Rgba16Float, 427 + blend: Some(wgpu::BlendState::REPLACE), 428 + write_mask: wgpu::ColorWrites::ALL, 429 + })], 430 + compilation_options: Default::default(), 431 + }), 432 + primitive: wgpu::PrimitiveState { 433 + topology: wgpu::PrimitiveTopology::TriangleList, 434 + cull_mode: None, 435 + ..Default::default() 436 + }, 437 + depth_stencil: None, 438 + multisample: wgpu::MultisampleState::default(), 439 + multiview: None, 440 + cache: None, 441 + }); 442 + 443 + // Blur pipeline: renders to Rgba16Float intermediate texture 444 + let blur_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { 445 + label: Some("blur_pipeline"), 446 + layout: Some(&blur_pipeline_layout), 447 + vertex: wgpu::VertexState { 448 + module: &vert, 449 + entry_point: Some("main"), 450 + buffers: &[], 451 + compilation_options: wgpu::PipelineCompilationOptions { 452 + constants: &flip_on, 453 + ..Default::default() 454 + }, 455 + }, 456 + fragment: Some(wgpu::FragmentState { 457 + module: &blur_frag, 458 + entry_point: Some("main"), 459 + targets: &[Some(wgpu::ColorTargetState { 460 + format: wgpu::TextureFormat::Rgba16Float, 461 + blend: Some(wgpu::BlendState::REPLACE), 462 + write_mask: wgpu::ColorWrites::ALL, 463 + })], 464 + compilation_options: Default::default(), 465 + }), 466 + primitive: wgpu::PrimitiveState { 467 + topology: wgpu::PrimitiveTopology::TriangleList, 468 + cull_mode: None, 469 + ..Default::default() 470 + }, 471 + depth_stencil: None, 472 + multisample: wgpu::MultisampleState::default(), 473 + multiview: None, 474 + cache: None, 475 + }); 476 + 477 + // Composite pipeline: renders to swapchain (sRGB surface) 478 + let composite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { 479 + label: Some("composite_pipeline"), 480 + layout: Some(&composite_pipeline_layout), 481 + vertex: wgpu::VertexState { 482 + module: &vert, 483 + entry_point: Some("main"), 484 + buffers: &[], 485 + compilation_options: wgpu::PipelineCompilationOptions { 486 + constants: &flip_on, 487 + ..Default::default() 488 + }, 489 + }, 490 + fragment: Some(wgpu::FragmentState { 491 + module: &composite_frag, 492 + entry_point: Some("main"), 493 + targets: &[Some(wgpu::ColorTargetState { 494 + format: surface_format, 495 + blend: Some(wgpu::BlendState::REPLACE), 496 + write_mask: wgpu::ColorWrites::ALL, 497 + })], 498 + compilation_options: Default::default(), 499 + }), 500 + primitive: wgpu::PrimitiveState { 501 + topology: wgpu::PrimitiveTopology::TriangleList, 502 + cull_mode: None, 503 + ..Default::default() 504 + }, 505 + depth_stencil: None, 506 + multisample: wgpu::MultisampleState::default(), 507 + multiview: None, 508 + cache: None, 509 + }); 510 + 511 + Self { 512 + surface, 513 + device, 514 + queue, 515 + config, 516 + fire_pipeline, 517 + blur_pipeline, 518 + composite_pipeline, 519 + fire_texture, 520 + fire_view, 521 + blur_texture, 522 + blur_view, 523 + sampler, 524 + uniform_buffer, 525 + fire_bg_layout, 526 + blur_bg_layout, 527 + composite_bg_layout, 528 + fire_bind_group, 529 + blur_bind_group, 530 + composite_bind_group, 531 + start_time: Instant::now(), 532 + size, 533 + } 534 + } 535 + 536 + pub fn resize(&mut self, new_size: PhysicalSize<u32>) { 537 + if new_size.width > 0 && new_size.height > 0 { 538 + self.size = new_size; 539 + self.config.width = new_size.width; 540 + self.config.height = new_size.height; 541 + self.surface.configure(&self.device, &self.config); 542 + 543 + // Recreate intermediate textures at new size 544 + let (ft, fv) = create_intermediate_texture( 545 + &self.device, 546 + new_size.width, 547 + new_size.height, 548 + "fire_texture", 549 + ); 550 + self.fire_texture = ft; 551 + self.fire_view = fv; 552 + 553 + let (bt, bv) = create_intermediate_texture( 554 + &self.device, 555 + new_size.width, 556 + new_size.height, 557 + "blur_texture", 558 + ); 559 + self.blur_texture = bt; 560 + self.blur_view = bv; 561 + 562 + // Recreate bind groups that reference the textures 563 + self.blur_bind_group = Self::create_blur_bind_group( 564 + &self.device, 565 + &self.blur_bg_layout, 566 + &self.uniform_buffer, 567 + &self.fire_view, 568 + &self.sampler, 569 + ); 570 + 571 + self.composite_bind_group = Self::create_composite_bind_group( 572 + &self.device, 573 + &self.composite_bg_layout, 574 + &self.uniform_buffer, 575 + &self.fire_view, 576 + &self.blur_view, 577 + &self.sampler, 578 + ); 579 + } 580 + } 581 + 582 + pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> { 583 + let elapsed = self.start_time.elapsed().as_secs_f32(); 584 + 585 + // Update uniforms 586 + let uniforms = Uniforms { 587 + time: elapsed, 588 + _pad0: 0.0, 589 + resolution: [self.size.width as f32, self.size.height as f32], 590 + intensity: 1.0, 591 + _pad1: [0.0; 3], 592 + }; 593 + self.queue 594 + .write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms])); 595 + 596 + let output = self.surface.get_current_texture()?; 597 + let output_view = output 598 + .texture 599 + .create_view(&wgpu::TextureViewDescriptor::default()); 600 + 601 + let mut encoder = self 602 + .device 603 + .create_command_encoder(&wgpu::CommandEncoderDescriptor { 604 + label: Some("render_encoder"), 605 + }); 606 + 607 + // ---- Pass 1: Fire generation → fire_texture ---- 608 + { 609 + let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { 610 + label: Some("fire_pass"), 611 + color_attachments: &[Some(wgpu::RenderPassColorAttachment { 612 + view: &self.fire_view, 613 + resolve_target: None, 614 + ops: wgpu::Operations { 615 + load: wgpu::LoadOp::Clear(wgpu::Color::BLACK), 616 + store: wgpu::StoreOp::Store, 617 + }, 618 + })], 619 + depth_stencil_attachment: None, 620 + timestamp_writes: None, 621 + occlusion_query_set: None, 622 + }); 623 + pass.set_pipeline(&self.fire_pipeline); 624 + pass.set_bind_group(0, &self.fire_bind_group, &[]); 625 + pass.draw(0..3, 0..1); 626 + } 627 + 628 + // ---- Pass 2: Gaussian blur of fire → blur_texture ---- 629 + { 630 + let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { 631 + label: Some("blur_pass"), 632 + color_attachments: &[Some(wgpu::RenderPassColorAttachment { 633 + view: &self.blur_view, 634 + resolve_target: None, 635 + ops: wgpu::Operations { 636 + load: wgpu::LoadOp::Clear(wgpu::Color::BLACK), 637 + store: wgpu::StoreOp::Store, 638 + }, 639 + })], 640 + depth_stencil_attachment: None, 641 + timestamp_writes: None, 642 + occlusion_query_set: None, 643 + }); 644 + pass.set_pipeline(&self.blur_pipeline); 645 + pass.set_bind_group(0, &self.blur_bind_group, &[]); 646 + pass.draw(0..3, 0..1); 647 + } 648 + 649 + // ---- Pass 3: Composite (fire + bloom) → screen ---- 650 + { 651 + let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { 652 + label: Some("composite_pass"), 653 + color_attachments: &[Some(wgpu::RenderPassColorAttachment { 654 + view: &output_view, 655 + resolve_target: None, 656 + ops: wgpu::Operations { 657 + load: wgpu::LoadOp::Clear(wgpu::Color::BLACK), 658 + store: wgpu::StoreOp::Store, 659 + }, 660 + })], 661 + depth_stencil_attachment: None, 662 + timestamp_writes: None, 663 + occlusion_query_set: None, 664 + }); 665 + pass.set_pipeline(&self.composite_pipeline); 666 + pass.set_bind_group(0, &self.composite_bind_group, &[]); 667 + pass.draw(0..3, 0..1); 668 + } 669 + 670 + self.queue.submit(std::iter::once(encoder.finish())); 671 + output.present(); 672 + 673 + Ok(()) 674 + } 675 + }
+27
src/main.rs
··· 1 + mod app; 2 + mod cpu; 3 + mod gpu; 4 + mod shadertoy_adapter; 5 + 6 + use winit::event_loop::EventLoop; 7 + 8 + use app::App; 9 + 10 + fn main() { 11 + env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init(); 12 + 13 + log::info!("==========================================="); 14 + log::info!(" \u{1F525} HEATSLOP v0.1.0 \u{2014} Space Heater App \u{1F525} "); 15 + log::info!("==========================================="); 16 + log::info!(" CPU cores detected: {}", num_cpus::get()); 17 + log::info!(" CPU burn: prime search via trial division"); 18 + log::info!(" GPU fire: 3-pass (fire gen + blur + bloom composite)"); 19 + log::info!(" Press ESC or close window to exit"); 20 + log::info!("==========================================="); 21 + 22 + let event_loop = EventLoop::new().unwrap(); 23 + event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll); 24 + 25 + let mut app = App::new(); 26 + event_loop.run_app(&mut app).unwrap(); 27 + }
+35
src/shaders/fullscreen.wgsl
··· 1 + // Single fullscreen-triangle vertex shader with optional Y-flip. 2 + // 3 + // Override constant `flip_y`: 4 + // 0.0 → normal UVs (bottom-left origin, Shadertoy / OpenGL convention) 5 + // 1.0 → flipped UVs (top-left origin, wgpu texture convention) 6 + // 7 + // Set per-pipeline via PipelineCompilationOptions::constants. 8 + 9 + @id(0) override flip_y: f32 = 0.0; 10 + 11 + struct VertexOutput { 12 + @builtin(position) position: vec4<f32>, 13 + @location(0) @interpolate(perspective) uv: vec2<f32>, 14 + } 15 + 16 + @vertex 17 + fn main(@builtin(vertex_index) idx: u32) -> VertexOutput { 18 + // Over-sized triangle that covers the full clip-space quad [-1,1]^2. 19 + var positions = array<vec2<f32>, 3>( 20 + vec2<f32>(-1.0, -1.0), 21 + vec2<f32>( 3.0, -1.0), 22 + vec2<f32>(-1.0, 3.0), 23 + ); 24 + 25 + let pos = positions[idx]; 26 + 27 + var out: VertexOutput; 28 + out.position = vec4<f32>(pos, 0.0, 1.0); 29 + 30 + let u = (pos.x + 1.0) * 0.5; 31 + let v = (pos.y + 1.0) * 0.5; 32 + out.uv = vec2<f32>(u, mix(v, 1.0 - v, flip_y)); 33 + 34 + return out; 35 + }
+126
src/shaders/shadertoy/buffer_a.glsl
··· 1 + const mat2 m = mat2(0.8, 0.6, -0.6, 0.8); 2 + const mat3 m3 = mat3(0.8, 0.6, 0.0, -0.6, 0.80, 0.0, 0.0, 0.0, 1.0) * 3 + mat3(1.0, 0.0, 0.0, 0.0, -0.60, 0.80, 0.0, 0.8, 0.6) * 4 + mat3(0.8, 0.6, 0.0, -0.6, 0.80, 0.0, 0.0, 0.0, 1.0) * 5 + mat3(1.0, 0.0, 0.0, 0.0, -0.60, 0.80, 0.0, 0.8, 0.6); 6 + 7 + float time; 8 + 9 + float n1f0(float p) { 10 + return fract(sin(p * 1.7227636) * 8.03e2); 11 + } 12 + 13 + float n1f1(float p) { 14 + return fract(sin(p * 1.42736 + 1.12) * 5.1e2); 15 + } 16 + 17 + float n1f2(float p) { 18 + return fract(sin(p * 1.22712 + 12.161) * 5.2e2); 19 + } 20 + 21 + float n3f(vec3 p) { 22 + return fract(n1f0(p.x) + n1f1(p.y) + n1f2(p.z) + n1f0(p.x * 1.613) + n1f1(p.y * 3.112) + n1f2(p.z * 4.112)); 23 + } 24 + 25 + float n3(vec3 p) { 26 + vec3 b = floor(p); 27 + vec3 e = b + vec3(1.0); 28 + vec3 f = smoothstep(vec3(0.0), vec3(1.0), fract(p)); 29 + float c000 = n3f(b); 30 + float c001 = n3f(vec3(b.x, b.y, e.z)); 31 + float c010 = n3f(vec3(b.x, e.y, b.z)); 32 + float c011 = n3f(vec3(b.x, e.y, e.z)); 33 + float c100 = n3f(vec3(e.x, b.y, b.z)); 34 + float c101 = n3f(vec3(e.x, b.y, e.z)); 35 + float c110 = n3f(vec3(e.x, e.y, b.z)); 36 + float c111 = n3f(e); 37 + vec4 z = mix(vec4(c000, c100, c010, c110), vec4(c001, c101, c011, c111), f.z); 38 + vec2 yz = mix(z.xy, z.zw, f.y); 39 + return mix(yz.x, yz.y, f.x); 40 + } 41 + 42 + float fbm4(vec3 p) 43 + { 44 + float f = 0.0; 45 + p = m3 * p; 46 + f += 0.5000 * n3(p); 47 + p = m3 * p * 2.02; 48 + f += 0.2500 * n3(p); 49 + p = m3 * p * 2.03; 50 + f += 0.1250 * n3(p); 51 + p = m3 * p * 2.01; 52 + f += 0.0625 * n3(p); 53 + return f / 0.9375; 54 + } 55 + 56 + float fbm4(vec2 p) 57 + { 58 + return fbm4(vec3(p, time)); 59 + } 60 + 61 + float fbm6(vec3 p) 62 + { 63 + float f = 0.0; 64 + p = m3 * p; 65 + f += 0.500000 * n3(p); 66 + p = m3 * p * 2.02; 67 + f += 0.250000 * n3(p); 68 + p = m3 * p * 2.03; 69 + f += 0.125000 * n3(p); 70 + p = m3 * p * 2.01; 71 + f += 0.062500 * n3(p); 72 + p = m3 * p * 2.04; 73 + f += 0.031250 * n3(p); 74 + p = m3 * p * 2.01; 75 + f += 0.015625 * n3(p); 76 + return f / 0.984375; 77 + } 78 + 79 + float fbm6(vec2 p) 80 + { 81 + return fbm6(vec3(p, time)); 82 + } 83 + 84 + float grid(vec2 p) { 85 + p = sin(p * 3.1415); 86 + return smoothstep(-0.01, 0.01, p.x * p.y); 87 + } 88 + 89 + void mainImage(out vec4 fragColor, in vec2 fragCoord) 90 + { 91 + time = iTime * 0.7; 92 + 93 + vec2 q = fragCoord.xy / iResolution.xy; 94 + vec2 p = -1.0 + 2.0 * q; 95 + p.x *= iResolution.x / iResolution.y; 96 + p.y *= 0.3; 97 + p.y -= time * 1.5; 98 + float tc = time * 1.2; 99 + float tw1 = time * 2.5; 100 + float tw2 = time * 0.6; 101 + 102 + vec3 vw1 = vec3(p, tw1); 103 + vw1.y *= 2.8; 104 + vec2 ofs1 = vec2(fbm4(vw1), fbm4(vw1 + vec3(10.0, 20.0, 50.0))); 105 + ofs1.y *= 0.3; 106 + ofs1.x *= 1.3; 107 + 108 + vec3 vw2 = vec3(p, tw2); 109 + vw2.y *= 0.8; 110 + vec2 ofs2 = vec2(fbm4(vw2), fbm4(vw2 + vec3(10.0, 20.0, 50.0))); 111 + ofs2.y *= 0.3; 112 + ofs2.x *= 1.3; 113 + 114 + vec2 vs = (p + ofs1 * 0.5 + ofs2 * 0.9) * 4.0; 115 + vec3 vc = vec3(vs, tc); 116 + float l; 117 + l = fbm6(vc); 118 + l = smoothstep(0.0, 1.0, l); 119 + l = max(0.0, (l - pow(q.y * 0.8, 0.6)) * 1.8); 120 + float r = pow(l, 1.5); 121 + float g = pow(l, 3.0); 122 + float b = pow(l, 6.0); 123 + 124 + //r = grid(vs); 125 + fragColor = vec4(r, g, b, 1.0); 126 + }
+50
src/shaders/shadertoy/buffer_b.glsl
··· 1 + #ifdef GL_ES 2 + precision mediump float; 3 + #endif 4 + 5 + #define SIGMA 5.0 6 + 7 + float normpdf(in float x, in float sigma) 8 + { 9 + return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma; 10 + } 11 + 12 + void mainImage(out vec4 fragColor, in vec2 fragCoord) 13 + { 14 + vec3 c = texture(iChannel0, fragCoord.xy / iResolution.xy).rgb; 15 + 16 + //declare stuff 17 + const int mSize = int(SIGMA * 11.0 / 7.0); 18 + const int kSize = (mSize - 1) / 2; 19 + float kernel[mSize]; 20 + vec3 finalColor = vec3(0.0); 21 + 22 + //create the 1-D kernel 23 + float sigma = SIGMA; 24 + float Z = 0.0; 25 + for (int j = 0; j <= kSize; ++j) 26 + { 27 + kernel[kSize + j] = kernel[kSize - j] = normpdf(float(j), sigma); 28 + } 29 + 30 + //get the normalization factor (as the gaussian has been clamped) 31 + for (int j = 0; j < mSize; ++j) 32 + { 33 + Z += kernel[j]; 34 + } 35 + 36 + //read out the texels 37 + for (int i = -kSize; i <= kSize; ++i) 38 + { 39 + for (int j = -kSize; j <= kSize; ++j) 40 + { 41 + finalColor += kernel[kSize + j] * kernel[kSize + i] * texture(iChannel0, (fragCoord.xy + vec2(float(i), float(j))) / iResolution.xy).rgb; 42 + } 43 + } 44 + 45 + finalColor /= Z * Z; 46 + 47 + //finalColor = c + finalColor * 0.3; 48 + 49 + fragColor = vec4(finalColor, 1.0); 50 + }
+51
src/shaders/shadertoy/image.glsl
··· 1 + #ifdef GL_ES 2 + precision mediump float; 3 + #endif 4 + 5 + #define SIGMA 5.0 6 + 7 + float normpdf(in float x, in float sigma) 8 + { 9 + return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma; 10 + } 11 + 12 + void mainImage(out vec4 fragColor, in vec2 fragCoord) 13 + { 14 + vec3 c = texture(iChannel0, fragCoord.xy / iResolution.xy).rgb; 15 + //fragColor = vec4(c, 1.0); 16 + //return; 17 + //declare stuff 18 + const int mSize = int(SIGMA * 11.0 / 7.0); 19 + const int kSize = (mSize - 1) / 2; 20 + float kernel[mSize]; 21 + vec3 finalColor = vec3(0.0); 22 + 23 + //create the 1-D kernel 24 + float sigma = SIGMA; 25 + float Z = 0.0; 26 + for (int j = 0; j <= kSize; ++j) 27 + { 28 + kernel[kSize + j] = kernel[kSize - j] = normpdf(float(j), sigma); 29 + } 30 + 31 + //get the normalization factor (as the gaussian has been clamped) 32 + for (int j = 0; j < mSize; ++j) 33 + { 34 + Z += kernel[j]; 35 + } 36 + 37 + //read out the texels 38 + for (int i = -kSize; i <= kSize; ++i) 39 + { 40 + for (int j = -kSize; j <= kSize; ++j) 41 + { 42 + finalColor += kernel[kSize + j] * kernel[kSize + i] * texture(iChannel1, (fragCoord.xy + vec2(float(i), float(j))) / iResolution.xy).rgb; 43 + } 44 + } 45 + 46 + finalColor /= Z * Z; 47 + 48 + finalColor = c + pow(finalColor, vec3(0.5)) * 0.5; 49 + 50 + fragColor = vec4(finalColor, 1.0); 51 + }
+128
src/shadertoy_adapter.rs
··· 1 + // Shadertoy → wgpu shader adapter 2 + // 3 + // The files in shaders/shadertoy/ are the *unmodified* original GLSL from 4 + // ddsol's "Bring the heat" (https://www.shadertoy.com/view/4sfBWj). 5 + // 6 + // This module adds wgpu preambles, applies minimal naga workarounds, and 7 + // appends a main() wrapper — keeping the original code completely untouched. 8 + 9 + /// Build the fire fragment shader (Shadertoy Buffer A). 10 + pub fn fire_frag() -> String { 11 + const PREAMBLE: &str = "\ 12 + #version 450 13 + precision highp float; 14 + 15 + layout(location = 0) in vec2 v_uv; 16 + layout(location = 0) out vec4 out_color; 17 + 18 + layout(set = 0, binding = 0, std140) uniform Uniforms { 19 + float iTime; 20 + float _pad0; 21 + vec2 iResolution; 22 + float _intensity; 23 + }; 24 + "; 25 + const WRAPPER: &str = "\ 26 + void main() { 27 + vec2 fragCoord = v_uv * iResolution.xy; 28 + mainImage(out_color, fragCoord); 29 + } 30 + "; 31 + let original = include_str!("shaders/shadertoy/buffer_a.glsl"); 32 + 33 + // naga workaround: it cannot evaluate const mat3 * mat3 expressions. 34 + // Replace the 4-matrix product with the precomputed result. 35 + let patched = original.replace( 36 + "const mat3 m3 = mat3(0.8, 0.6, 0.0, -0.6, 0.80, 0.0, 0.0, 0.0, 1.0) *\n\ 37 + \x20 mat3(1.0, 0.0, 0.0, 0.0, -0.60, 0.80, 0.0, 0.8, 0.6) *\n\ 38 + \x20 mat3(0.8, 0.6, 0.0, -0.6, 0.80, 0.0, 0.0, 0.0, 1.0) *\n\ 39 + \x20 mat3(1.0, 0.0, 0.0, 0.0, -0.60, 0.80, 0.0, 0.8, 0.6);", 40 + "// [naga workaround] Precomputed mat3 product (original uses 4x mat3 multiply)\n\ 41 + const mat3 m3 = mat3(\n\ 42 + \x20 0.856, 0.192, 0.48,\n\ 43 + \x20 -0.2688, 0.9584, 0.096,\n\ 44 + \x20 -0.4416, -0.2112, 0.872\n\ 45 + \x20 );", 46 + ); 47 + 48 + format!("{PREAMBLE}\n{patched}\n{WRAPPER}") 49 + } 50 + 51 + /// Apply naga workarounds for the blur/composite shaders. 52 + /// naga cannot evaluate `int(SIGMA * 11.0 / 7.0)` as an array size, 53 + /// so we replace those lines with hardcoded constants. 54 + fn patch_blur_array_sizes(src: &str) -> String { 55 + src.replace( 56 + "const int mSize = int(SIGMA * 11.0 / 7.0);\n \ 57 + const int kSize = (mSize - 1) / 2;\n \ 58 + float kernel[mSize];", 59 + "// [naga workaround] Hardcoded: mSize = int(5.0 * 11/7) = 7, kSize = 3\n \ 60 + const int mSize = 7;\n \ 61 + const int kSize = 3;\n \ 62 + float kernel[7];", 63 + ) 64 + } 65 + 66 + /// Build the blur fragment shader (Shadertoy Buffer B). 67 + pub fn blur_frag() -> String { 68 + const PREAMBLE: &str = "\ 69 + #version 450 70 + precision highp float; 71 + 72 + layout(location = 0) in vec2 v_uv; 73 + layout(location = 0) out vec4 out_color; 74 + 75 + layout(set = 0, binding = 0, std140) uniform Uniforms { 76 + float iTime; 77 + float _pad0; 78 + vec2 iResolution; 79 + float _intensity; 80 + }; 81 + 82 + layout(set = 0, binding = 1) uniform texture2D _ch0_tex; 83 + layout(set = 0, binding = 2) uniform sampler _ch0_samp; 84 + #define iChannel0 sampler2D(_ch0_tex, _ch0_samp) 85 + "; 86 + const WRAPPER: &str = "\ 87 + void main() { 88 + vec2 fragCoord = v_uv * iResolution.xy; 89 + mainImage(out_color, fragCoord); 90 + } 91 + "; 92 + let original = include_str!("shaders/shadertoy/buffer_b.glsl"); 93 + let patched = patch_blur_array_sizes(original); 94 + format!("{PREAMBLE}\n{patched}\n{WRAPPER}") 95 + } 96 + 97 + /// Build the composite fragment shader (Shadertoy Image). 98 + pub fn composite_frag() -> String { 99 + const PREAMBLE: &str = "\ 100 + #version 450 101 + precision highp float; 102 + 103 + layout(location = 0) in vec2 v_uv; 104 + layout(location = 0) out vec4 out_color; 105 + 106 + layout(set = 0, binding = 0, std140) uniform Uniforms { 107 + float iTime; 108 + float _pad0; 109 + vec2 iResolution; 110 + float _intensity; 111 + }; 112 + 113 + layout(set = 0, binding = 1) uniform texture2D _ch0_tex; 114 + layout(set = 0, binding = 2) uniform texture2D _ch1_tex; 115 + layout(set = 0, binding = 3) uniform sampler _tex_samp; 116 + #define iChannel0 sampler2D(_ch0_tex, _tex_samp) 117 + #define iChannel1 sampler2D(_ch1_tex, _tex_samp) 118 + "; 119 + const WRAPPER: &str = "\ 120 + void main() { 121 + vec2 fragCoord = v_uv * iResolution.xy; 122 + mainImage(out_color, fragCoord); 123 + } 124 + "; 125 + let original = include_str!("shaders/shadertoy/image.glsl"); 126 + let patched = patch_blur_array_sizes(original); 127 + format!("{PREAMBLE}\n{patched}\n{WRAPPER}") 128 + }