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A WebGPU retro game engine for TypeScript, inspired by RetroBlit. Build pixel-perfect 2D games with a clean, fantasy-console-style API.
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12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667import type { Vector2i } from '../../../utils/Vector2i';import { FullscreenEffect } from '../FullscreenEffect';
/** * RGB channel offset that simulates lens chromatic aberration: red samples * left of the fragment, blue samples right, green stays centered. * * Display-tier: spreads color along the lens axis. At logical resolution the * single-pixel offset is too coarse and reads as a glitch instead of a soft * fringe. */export class ChromaticAberration extends FullscreenEffect { public readonly tier = 'display' as const;
/** * Channel offset in source pixels. Reasonable values are `0.5` to `3.0`. * Set to `0` to disable. */ public aberration: number = 1.0;
protected readonly label = 'ChromaticAberration';
/** vec2 resolution + aberration + 1 pad = 16 bytes. */ protected readonly uniformBytes = 16;
protected readonly fragmentShader = AB_FRAGMENT_WGSL;
/** * Writes resolution and aberration offset into the uniform block. * @param _deltaMs * @param sourceSize */ protected writeUniforms(_deltaMs: number, sourceSize: Vector2i): void { const u = this.uniformData;
if (!u) { return; }
u[0] = sourceSize.x; u[1] = sourceSize.y; u[2] = this.aberration; u[3] = 0; }}
const AB_FRAGMENT_WGSL = `struct Params { resolution: vec2<f32>, aberration: f32, _pad: f32,}
@group(0) @binding(0) var<uniform> params: Params;@group(0) @binding(1) var src: texture_2d<f32>;@group(0) @binding(2) var samp: sampler;
@fragmentfn fs_main(in: VsOut) -> @location(0) vec4<f32> { let off = vec2<f32>(params.aberration, 0.0) / params.resolution; let center = textureSample(src, samp, in.uv); let r = textureSample(src, samp, in.uv - off).r; let b = textureSample(src, samp, in.uv + off).b; return vec4<f32>(r, center.g, b, center.a);}`;