Use Oklab color interpolation only with color::GAMMA_CORRECTION
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2b746c7b25
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10d0b257f9
11 changed files with 544 additions and 489 deletions
99
wgpu/src/shader/quad/solid.wgsl
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99
wgpu/src/shader/quad/solid.wgsl
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struct SolidVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color: vec4<f32>,
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@location(2) pos: vec2<f32>,
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@location(3) scale: vec2<f32>,
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@location(4) border_color: vec4<f32>,
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@location(5) border_radius: vec4<f32>,
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@location(6) border_width: f32,
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}
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struct SolidVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) border_color: vec4<f32>,
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@location(2) pos: vec2<f32>,
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@location(3) scale: vec2<f32>,
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@location(4) border_radius: vec4<f32>,
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@location(5) border_width: f32,
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}
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@vertex
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fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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var out: SolidVertexOutput;
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var pos: vec2<f32> = input.pos * globals.scale;
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var scale: vec2<f32> = input.scale * globals.scale;
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var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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min(input.border_radius.x, min_border_radius),
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min(input.border_radius.y, min_border_radius),
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min(input.border_radius.z, min_border_radius),
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min(input.border_radius.w, min_border_radius)
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);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.color = input.color;
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out.border_color = input.border_color;
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out.pos = pos;
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out.scale = scale;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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return out;
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}
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@fragment
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fn solid_fs_main(
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input: SolidVertexOutput
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) -> @location(0) vec4<f32> {
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var mixed_color: vec4<f32> = input.color;
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var border_radius = select_border_radius(
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input.border_radius,
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input.position.xy,
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(input.pos + input.scale * 0.5).xy
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);
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if (input.border_width > 0.0) {
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var internal_border: f32 = max(border_radius - input.border_width, 0.0);
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var internal_distance: f32 = distance_alg(
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input.position.xy,
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input.pos + vec2<f32>(input.border_width, input.border_width),
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input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
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internal_border
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);
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var border_mix: f32 = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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);
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mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
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}
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var dist: f32 = distance_alg(
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vec2<f32>(input.position.x, input.position.y),
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input.pos,
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input.scale,
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border_radius
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);
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var radius_alpha: f32 = 1.0 - smoothstep(
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max(border_radius - 0.5, 0.0),
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border_radius + 0.5,
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dist
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);
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return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
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}
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