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WebGPU Example Test truncating textures while storing and using them in further option including feeding back the texture to itself let canvas document createElement canvas document body appendChild canvas canvas width canvas height 400 const adapter await navigator gpu requestAdapter const device await adapter requestDevice const context canvas getContext webgpu const devicePixelRatio 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat context getPreferredFormat adapter no longer supported console log presentationFormat Note the extra usage as you ll be accessing copying context configure device device format presentationFormat size presentationSize usage GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage COPY_SRC const timerUniformBuffer device createBuffer size 4 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST const timestep new Float32Array 0 0 device queue writeBuffer timerUniformBuffer 0 timestep Create a sampler with linear filtering for smooth interpolation const textureSampler device createSampler magFilter linear minFilter linear const texture0 device createTexture size presentationSize format presentationFormat usage 0x2 0x4 0x10 GPUTextureUsage TEXTURE_BINDING GPUTextureUsage COPY_DST const texture1 device createTexture size presentationSize format presentationFormat usage 0x2 0x4 0x10 GPUTextureUsage TEXTURE_BINDING GPUTextureUsage COPY_DST pipeline 1 var triangleVertWGSL struct vout builtin position pos vec4 f32 location 0 uvs vec2 f32 vertex fn main builtin vertex_index VertexIndex u32 builtin instance_index instanceIdx u32 vout let s 1 0 var uvs array vec2 f32 4 vec2 f32 s s vec2 f32 s s vec2 f32 s s vec2 f32 s s var pos array vec2 f32 4 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 var vo vout vo pos vec4 f32 pos VertexIndex 0 0 1 0 vo uvs uvs VertexIndex 0 5 0 5 0 1 return vo var redFragWGSL struct Uniforms mytimer f32 group 0 binding 0 var mySampler sampler group 0 binding 1 var myTexture0 texture_2d f32 group 0 binding 2 var myTexture1 texture_2d f32 group 0 binding 3 var uniform uniforms Uniforms fn getv p vec2 f32 vec4 f32 return textureSample myTexture0 mySampler p 2 0 1 0 fragment fn main location 0 uvs vec2 f32 location 0 vec4 f32 let iTime uniforms mytimer var fragColor vec4 f32 0 0 if iTime 0 01 initialization phase if needed fragColor vec4 f32 1 0 1 0 1 0 1 0 else Normalized pixel coordinates from 0 to 1 var uv uvs Time varying pixel color var col 0 5 0 5 cos iTime vec3 f32 uv x uv y 2 0 uv x 4 0 Output to screen fragColor vec4 f32 col 1 0 return fragColor const sceneUniformBindGroupLayout1 device createBindGroupLayout entries binding 0 visibility GPUShaderStage FRAGMENT sampler type filtering binding 1 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT buffer type uniform const uniformBindGroup1 device createBindGroup layout sceneUniformBindGroupLayout1 entries binding 0 resource textureSampler binding 1 resource texture0 createView binding 2 resource texture1 createView binding 3 resource buffer timerUniformBuffer const pipeline1 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout1 vertex module device createShaderModule code triangleVertWGSL entryPoint main fragment module device createShaderModule code redFragWGSL entryPoint main targets format presentationFormat primitive topology triangle strip stripIndexFormat uint32 pipeline 2 var triangleVertWGSL2 struct vout builtin position pos vec4 f32 location 0 uvs vec2 f32 vertex fn main builtin vertex_index VertexIndex u32 builtin instance_index instanceIdx u32 vout let s 1 0 var uvs array vec2 f32 4 vec2 f32 s s vec2 f32 s s vec2 f32 s s vec2 f32 s s var pos array vec2 f32 4 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 var vo vout vo pos vec4 f32 pos VertexIndex 0 0 1 0 vo uvs uvs VertexIndex 0 5 0 5 0 1 return vo var redFragWGSL2 struct Uniforms mytimer f32 group 0 binding 0 var mySampler sampler group 0 binding 1 var myTexture0 texture_2d f32 group 0 binding 2 var myTexture1 texture_2d f32 group 0 binding 3 var uniform uniforms Uniforms fn getv p vec2 f32 vec4 f32 return textureSample myTexture0 mySampler p 2 0 1 0 fn getm p vec2 f32 vec4 f32 return textureSample myTexture1 mySampler p 2 0 1 0 fn hash12 p vec2 f32 f32 var p3 fract vec3 f32 p xyx 1031 p3 p3 dot p3 p3 yzx 33 33 return fract p3 x p3 y p3 z fn hv p vec2 f32 f32 var iTime uniforms mytimer return hash12 p 152 iTime 1500 50 0 fragment fn main location 0 uvs vec2 f32 location 0 vec4 f32 var iTime uniforms mytimer Take texture0 and 1 mix them together offset one of them let p0 getv uvs let p1 getv uvs vec2 f32 sin iTime 0 01 sin iTime 0 1 return p0 p1 const sceneUniformBindGroupLayout2 device createBindGroupLayout entries binding 0 visibility GPUShaderStage FRAGMENT sampler type filtering binding 1 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT buffer type uniform const uniformBindGroup2 device createBindGroup layout sceneUniformBindGroupLayout2 entries binding 0 resource textureSampler binding 1 resource texture0 createView binding 2 resource texture1 createView binding 3 resource buffer timerUniformBuffer const pipeline2 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout2 vertex module device createShaderModule code triangleVertWGSL2 entryPoint main fragment module device createShaderModule code redFragWGSL2 entryPoint main targets format presentationFormat primitive topology triangle strip stripIndexFormat uint32 pipeline 3 var triangleVertWGSL3 struct vout builtin position pos vec4 f32 location 0 uvs vec2 f32 vertex fn main builtin vertex_index VertexIndex u32 builtin instance_index instanceIdx u32 vout let s 1 0 var uvs array vec2 f32 4 vec2 f32 s s vec2 f32 s s vec2 f32 s s vec2 f32 s s var pos array vec2 f32 4 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 var vo vout vo pos vec4 f32 pos VertexIndex 0 0 1 0 vo uvs uvs VertexIndex 0 5 0 5 0 1 return vo var redFragWGSL3 struct Uniforms mytimer f32 group 0 binding 0 var mySampler sampler group 0 binding 1 var myTexture0 texture_2d f32 group 0 binding 2 var myTexture1 texture_2d f32 group 0 binding 3 var uniform uniforms Uniforms fn getv p vec2 f32 vec4 f32 return textureSample myTexture0 mySampler p 2 0 1 0 fragment fn main location 0 uvs vec2 f32 location 0 vec4 f32 let iTime uniforms mytimer var col textureSample myTexture1 mySampler uvs single sinewave let y sin uvs x 6 2 iTime 1 1 0 5 0 5 if abs uvs y y 0 01 col r 0 0 let y sin uvs x 6 2 iTime 1 1 0 5 0 5 sin 12 0 uvs x 6 2 iTime 1 1 0 5 0 5 sin 26 0 uvs x 6 2 iTime 1 1 0 1 0 1 if abs uvs y y 0 05 col g 0 0 return col const sceneUniformBindGroupLayout3 device createBindGroupLayout entries binding 0 visibility GPUShaderStage FRAGMENT sampler type filtering binding 1 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT buffer type uniform const uniformBindGroup3 device createBindGroup layout sceneUniformBindGroupLayout3 entries binding 0 resource textureSampler binding 1 resource texture0 createView binding 2 resource texture1 createView binding 3 resource buffer timerUniformBuffer const pipeline3 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout3 vertex module device createShaderModule code triangleVertWGSL3 entryPoint main fragment module device createShaderModule code redFragWGSL3 entryPoint main targets format presentationFormat primitive topology triangle strip stripIndexFormat uint32 const renderPassDescriptor colorAttachments GPURenderPassDescriptor view undefined set later loadOp clear clearValue r 0 0 g 1 0 b 0 0 a 1 0 storeOp store function frame device queue writeBuffer timerUniformBuffer 0 timestep const screenTexture context getCurrentTexture const commandEncoder device createCommandEncoder renderPassDescriptor colorAttachments 0 view screenTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescriptor passEncoder setPipeline pipeline1 passEncoder setBindGroup 0 uniformBindGroup1 passEncoder draw 4 1 0 0 passEncoder end commandEncoder copyTextureToTexture texture screenTexture texture texture0 width presentationSize 0 height presentationSize 1 depthOrArrayLayers 1 device queue submit commandEncoder finish renderPassDescriptor colorAttachments 0 view screenTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescriptor passEncoder setPipeline pipeline2 passEncoder setBindGroup 0 uniformBindGroup2 passEncoder draw 4 1 0 0 passEncoder end commandEncoder copyTextureToTexture texture screenTexture texture texture1 width presentationSize 0 height presentationSize 1 depthOrArrayLayers 1 device queue submit commandEncoder finish renderPassDescriptor colorAttachments 0 view screenTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescriptor passEncoder setPipeline pipeline3 passEncoder setBindGroup 0 uniformBindGroup3 passEncoder draw 4 1 0 0 passEncoder end device queue submit commandEncoder finish device queue submit commandEncoder finish timestep 0 0 01 if you want constant updates animated keep refreshing requestAnimationFrame frame frame console log done

filtering binding 1 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT buffer type uniform const uniformBindGroup2 device createBindGroup layout sceneUniformBindGroupLayout2 entries binding 0 resource textureSampler binding 1 resource texture0 createView binding 2 resource texture1 createView binding 3 resource buffer timerUniformBuffer const pipeline2 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout2 vertex module device createShaderModule code triangleVertWGSL2 entryPoint main fragment module device createShaderModule code redFragWGSL2 entryPoint main targets format presentationFormat primitive topology triangle strip stripIndexFormat uint32 pipeline 3 var triangleVertWGSL3 struct vout builtin position pos vec4 f32 location 0 uvs vec2 f32 vertex fn main builtin vertex_index VertexIndex u32 builtin instance_index instanceIdx u32 vout let s 1 0 var uvs array vec2 f32 4 vec2 f32 s s vec2 f32 s s vec2 f32 s s vec2 f32 s s var pos array vec2 f32 4 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 var vo vout vo pos vec4 f32 pos VertexIndex 0 0 1 0 vo uvs uvs VertexIndex 0 5 0 5 0 1 return vo var redFragWGSL3 struct Uniforms mytimer f32 group 0 binding 0 var mySampler sampler group 0 binding 1 var myTexture0 texture_2d f32 group 0 binding 2 var myTexture1 texture_2d f32 group 0 binding 3 var uniform uniforms Uniforms fn getv p vec2 f32 vec4 f32 return textureSample myTexture0 mySampler p 2 0 1 0 fragment fn main location 0 uvs vec2 f32 location 0 vec4 f32 let iTime uniforms mytimer var col textureSample myTexture1 mySampler uvs single sinewave let y sin uvs x 6 2 iTime 1 1 0 5 0 5 if abs uvs y y 0 01 col r 0 0 let y sin uvs x 6 2 iTime 1 1 0 5 0 5 sin 12 0 uvs x 6 2 iTime 1 1 0 5 0 5 sin 26 0 uvs x 6 2 iTime 1 1 0 1 0 1 if abs uvs y y 0 05 col g 0 0 return col const sceneUniformBindGroupLayout3 device createBindGroupLayout entries binding 0 visibility GPUShaderStage FRAGMENT sampler type filtering binding 1 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT buffer type uniform const uniformBindGroup3 device createBindGroup layout sceneUniformBindGroupLayout3 entries binding 0 resource textureSampler binding 1 resource texture0 createView binding 2 resource texture1 createView binding 3 resource buffer timerUniformBuffer const pipeline3 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout3 vertex module device createShaderModule code triangleVertWGSL3 entryPoint main fragment module device createShaderModule code redFragWGSL3 entryPoint main targets format presentationFormat primitive topology triangle strip stripIndexFormat uint32 const renderPassDescriptor colorAttachments GPURenderPassDescriptor view undefined set later loadOp clear clearValue r 0 0 g 1 0 b 0 0 a 1 0 storeOp store function frame device queue writeBuffer timerUniformBuffer 0 timestep const screenTexture context getCurrentTexture const commandEncoder device createCommandEncoder renderPassDescriptor colorAttachments 0 view screenTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescriptor passEncoder setPipeline pipeline1 passEncoder setBindGroup 0 uniformBindGroup1 passEncoder draw 4 1 0 0 passEncoder end commandEncoder copyTextureToTexture texture screenTexture texture texture0 width presentationSize 0 height presentationSize 1 depthOrArrayLayers 1 device queue submit commandEncoder finish renderPassDescriptor colorAttachments 0 view screenTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescriptor passEncoder setPipeline pipeline2 passEncoder setBindGroup 0 uniformBindGroup2 passEncoder draw 4 1 0 0 passEncoder end commandEncoder copyTextureToTexture texture screenTexture texture texture1 width presentationSize 0 height presentationSize 1 depthOrArrayLayers 1 device queue submit commandEncoder finish renderPassDescriptor colorAttachments 0 view screenTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescriptor passEncoder setPipeline pipeline3 passEncoder setBindGroup 0 uniformBindGroup3 passEncoder draw 4 1 0 0 passEncoder end device queue submit commandEncoder finish device queue submit commandEncoder finish timestep 0 0 01 if you want constant updates animated keep refreshing requestAnimationFrame frame frame console log done

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