Use Oklab color interpolation only with color::GAMMA_CORRECTION
This commit is contained in:
parent
2b746c7b25
commit
10d0b257f9
11 changed files with 544 additions and 489 deletions
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@ -1,3 +1,4 @@
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use crate::graphics::color;
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use crate::graphics::gradient;
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use crate::graphics::gradient;
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use crate::quad::{self, Quad};
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use crate::quad::{self, Quad};
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use crate::Buffer;
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use crate::Buffer;
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@ -78,7 +79,23 @@ impl Pipeline {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu.quad.gradient.shader"),
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label: Some("iced_wgpu.quad.gradient.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/quad.wgsl"),
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if color::GAMMA_CORRECTION {
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concat!(
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/quad/gradient.wgsl"),
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"\n",
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include_str!("../shader/color/oklab.wgsl")
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)
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} else {
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concat!(
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/quad/gradient.wgsl"),
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"\n",
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include_str!("../shader/color/linear_rgb.wgsl")
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)
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},
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)),
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)),
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});
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});
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@ -72,7 +72,11 @@ impl Pipeline {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu.quad.solid.shader"),
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label: Some("iced_wgpu.quad.solid.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/quad.wgsl"),
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concat!(
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include_str!("../shader/quad.wgsl"),
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"\n",
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include_str!("../shader/quad/solid.wgsl"),
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),
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)),
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)),
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});
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});
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3
wgpu/src/shader/color/linear_rgb.wgsl
Normal file
3
wgpu/src/shader/color/linear_rgb.wgsl
Normal file
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@ -0,0 +1,3 @@
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fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> {
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return mix(from_, to_, factor);
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}
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26
wgpu/src/shader/color/oklab.wgsl
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26
wgpu/src/shader/color/oklab.wgsl
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@ -0,0 +1,26 @@
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const to_lms = mat3x4<f32>(
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vec4<f32>(0.4121656120, 0.2118591070, 0.0883097947, 0.0),
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vec4<f32>(0.5362752080, 0.6807189584, 0.2818474174, 0.0),
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vec4<f32>(0.0514575653, 0.1074065790, 0.6302613616, 0.0),
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);
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const to_rgb = mat3x4<f32>(
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vec4<f32>( 4.0767245293, -3.3072168827, 0.2307590544, 0.0),
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vec4<f32>(-1.2681437731, 2.6093323231, -0.3411344290, 0.0),
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vec4<f32>(-0.0041119885, -0.7034763098, 1.7068625689, 0.0),
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);
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fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32> {
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// To Oklab
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let lms_a = pow(from_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
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let lms_b = pow(to_ * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
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let mixed = mix(lms_a, lms_b, factor);
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// Back to linear RGB
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var color = to_rgb * (mixed * mixed * mixed);
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// Alpha interpolation
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color.a = mix(from_.a, to_.a, factor);
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return color;
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}
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@ -37,325 +37,3 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
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rx = select(rx, ry, position.y > center.y);
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rx = select(rx, ry, position.y > center.y);
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return rx;
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return rx;
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}
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}
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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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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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) @interpolate(flat) colors_1: vec4<u32>,
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@location(2) @interpolate(flat) colors_2: vec4<u32>,
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@location(3) @interpolate(flat) colors_3: vec4<u32>,
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@location(4) @interpolate(flat) colors_4: vec4<u32>,
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@location(5) @interpolate(flat) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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@location(7) position_and_scale: vec4<f32>,
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@location(8) border_color: vec4<f32>,
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@location(9) border_radius: vec4<f32>,
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@location(10) border_width: f32,
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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(1) @interpolate(flat) colors_1: vec4<u32>,
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@location(2) @interpolate(flat) colors_2: vec4<u32>,
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@location(3) @interpolate(flat) colors_3: vec4<u32>,
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@location(4) @interpolate(flat) colors_4: vec4<u32>,
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@location(5) @interpolate(flat) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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@location(7) position_and_scale: vec4<f32>,
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@location(8) border_color: vec4<f32>,
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@location(9) border_radius: vec4<f32>,
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@location(10) border_width: f32,
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}
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@vertex
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fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var out: GradientVertexOutput;
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var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
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var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
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var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 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.colors_1 = input.colors_1;
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out.colors_2 = input.colors_2;
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out.colors_3 = input.colors_3;
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out.colors_4 = input.colors_4;
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out.offsets = input.offsets;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.border_color = input.border_color;
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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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fn random(coords: vec2<f32>) -> f32 {
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return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
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}
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/// Returns the current interpolated color with a max 8-stop gradient
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fn gradient(
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raw_position: vec2<f32>,
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direction: vec4<f32>,
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colors: array<vec4<f32>, 8>,
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offsets: array<f32, 8>,
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last_index: i32
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) -> vec4<f32> {
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let start = direction.xy;
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let end = direction.zw;
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let v1 = end - start;
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let v2 = raw_position - start;
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let unit = normalize(v1);
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let coord_offset = dot(unit, v2) / length(v1);
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let to_lms: mat3x4<f32> = mat3x4<f32>(
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vec4<f32>(0.4121656120, 0.2118591070, 0.0883097947, 0.0),
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vec4<f32>(0.5362752080, 0.6807189584, 0.2818474174, 0.0),
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vec4<f32>(0.0514575653, 0.1074065790, 0.6302613616, 0.0),
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);
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let to_rgb: mat3x4<f32> = mat3x4<f32>(
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vec4<f32>( 4.0767245293, -3.3072168827, 0.2307590544, 0.0),
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vec4<f32>(-1.2681437731, 2.6093323231, -0.3411344290, 0.0),
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vec4<f32>(-0.0041119885, -0.7034763098, 1.7068625689, 0.0),
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);
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//need to store these as a var to use dynamic indexing in a loop
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//this is already added to wgsl spec but not in wgpu yet
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var colors_arr = colors;
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var offsets_arr = offsets;
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var color: vec4<f32>;
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let noise_granularity: f32 = 0.3/255.0;
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for (var i: i32 = 0; i < last_index; i++) {
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let curr_offset = offsets_arr[i];
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let next_offset = offsets_arr[i+1];
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if (coord_offset <= offsets_arr[0]) {
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color = colors_arr[0];
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}
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if (curr_offset <= coord_offset && coord_offset <= next_offset) {
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// blend in OKLab
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let factor = smoothstep(curr_offset, next_offset, coord_offset);
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let lms_a = pow(colors_arr[i] * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
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let lms_b = pow(colors_arr[i+1] * to_lms, vec3<f32>(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
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let mixed = mix(lms_a, lms_b, factor);
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// back to sRGB
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color = to_rgb * (mixed * mixed * mixed);
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color.a = mix(colors_arr[i].a, colors_arr[i+1].a, factor);
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}
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if (coord_offset >= offsets_arr[last_index]) {
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color = colors_arr[last_index];
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}
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}
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return color + mix(-noise_granularity, noise_granularity, random(raw_position));
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}
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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|
||||||
let colors = array<vec4<f32>, 8>(
|
|
||||||
unpack_u32(input.colors_1.xy),
|
|
||||||
unpack_u32(input.colors_1.zw),
|
|
||||||
unpack_u32(input.colors_2.xy),
|
|
||||||
unpack_u32(input.colors_2.zw),
|
|
||||||
unpack_u32(input.colors_3.xy),
|
|
||||||
unpack_u32(input.colors_3.zw),
|
|
||||||
unpack_u32(input.colors_4.xy),
|
|
||||||
unpack_u32(input.colors_4.zw),
|
|
||||||
);
|
|
||||||
|
|
||||||
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
|
|
||||||
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
|
|
||||||
|
|
||||||
var offsets = array<f32, 8>(
|
|
||||||
offsets_1.x,
|
|
||||||
offsets_1.y,
|
|
||||||
offsets_1.z,
|
|
||||||
offsets_1.w,
|
|
||||||
offsets_2.x,
|
|
||||||
offsets_2.y,
|
|
||||||
offsets_2.z,
|
|
||||||
offsets_2.w,
|
|
||||||
);
|
|
||||||
|
|
||||||
//TODO could just pass this in to the shader but is probably more performant to just check it here
|
|
||||||
var last_index = 7;
|
|
||||||
for (var i: i32 = 0; i <= 7; i++) {
|
|
||||||
if (offsets[i] > 1.0) {
|
|
||||||
last_index = i - 1;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
|
|
||||||
|
|
||||||
let pos = input.position_and_scale.xy;
|
|
||||||
let scale = input.position_and_scale.zw;
|
|
||||||
|
|
||||||
var border_radius = select_border_radius(
|
|
||||||
input.border_radius,
|
|
||||||
input.position.xy,
|
|
||||||
(pos + scale * 0.5).xy
|
|
||||||
);
|
|
||||||
|
|
||||||
if (input.border_width > 0.0) {
|
|
||||||
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
|
|
||||||
|
|
||||||
var internal_distance: f32 = distance_alg(
|
|
||||||
input.position.xy,
|
|
||||||
pos + vec2<f32>(input.border_width, input.border_width),
|
|
||||||
scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
|
|
||||||
internal_border
|
|
||||||
);
|
|
||||||
|
|
||||||
var border_mix: f32 = smoothstep(
|
|
||||||
max(internal_border - 0.5, 0.0),
|
|
||||||
internal_border + 0.5,
|
|
||||||
internal_distance
|
|
||||||
);
|
|
||||||
|
|
||||||
mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
|
|
||||||
}
|
|
||||||
|
|
||||||
var dist: f32 = distance_alg(
|
|
||||||
input.position.xy,
|
|
||||||
pos,
|
|
||||||
scale,
|
|
||||||
border_radius
|
|
||||||
);
|
|
||||||
|
|
||||||
var radius_alpha: f32 = 1.0 - smoothstep(
|
|
||||||
max(border_radius - 0.5, 0.0),
|
|
||||||
border_radius + 0.5,
|
|
||||||
dist);
|
|
||||||
|
|
||||||
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
|
|
||||||
}
|
|
||||||
|
|
|
||||||
205
wgpu/src/shader/quad/gradient.wgsl
Normal file
205
wgpu/src/shader/quad/gradient.wgsl
Normal file
|
|
@ -0,0 +1,205 @@
|
||||||
|
struct GradientVertexInput {
|
||||||
|
@location(0) v_pos: vec2<f32>,
|
||||||
|
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
||||||
|
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
||||||
|
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
||||||
|
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
||||||
|
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
||||||
|
@location(6) direction: vec4<f32>,
|
||||||
|
@location(7) position_and_scale: vec4<f32>,
|
||||||
|
@location(8) border_color: vec4<f32>,
|
||||||
|
@location(9) border_radius: vec4<f32>,
|
||||||
|
@location(10) border_width: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct GradientVertexOutput {
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
||||||
|
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
||||||
|
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
||||||
|
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
||||||
|
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
||||||
|
@location(6) direction: vec4<f32>,
|
||||||
|
@location(7) position_and_scale: vec4<f32>,
|
||||||
|
@location(8) border_color: vec4<f32>,
|
||||||
|
@location(9) border_radius: vec4<f32>,
|
||||||
|
@location(10) border_width: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
|
||||||
|
var out: GradientVertexOutput;
|
||||||
|
|
||||||
|
var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
|
||||||
|
var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
|
||||||
|
|
||||||
|
var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
|
||||||
|
var border_radius: vec4<f32> = vec4<f32>(
|
||||||
|
min(input.border_radius.x, min_border_radius),
|
||||||
|
min(input.border_radius.y, min_border_radius),
|
||||||
|
min(input.border_radius.z, min_border_radius),
|
||||||
|
min(input.border_radius.w, min_border_radius)
|
||||||
|
);
|
||||||
|
|
||||||
|
var transform: mat4x4<f32> = mat4x4<f32>(
|
||||||
|
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
|
||||||
|
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
|
||||||
|
vec4<f32>(0.0, 0.0, 1.0, 0.0),
|
||||||
|
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||||
|
out.colors_1 = input.colors_1;
|
||||||
|
out.colors_2 = input.colors_2;
|
||||||
|
out.colors_3 = input.colors_3;
|
||||||
|
out.colors_4 = input.colors_4;
|
||||||
|
out.offsets = input.offsets;
|
||||||
|
out.direction = input.direction * globals.scale;
|
||||||
|
out.position_and_scale = vec4<f32>(pos, scale);
|
||||||
|
out.border_color = input.border_color;
|
||||||
|
out.border_radius = border_radius * globals.scale;
|
||||||
|
out.border_width = input.border_width * globals.scale;
|
||||||
|
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn random(coords: vec2<f32>) -> f32 {
|
||||||
|
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the current interpolated color with a max 8-stop gradient
|
||||||
|
fn gradient(
|
||||||
|
raw_position: vec2<f32>,
|
||||||
|
direction: vec4<f32>,
|
||||||
|
colors: array<vec4<f32>, 8>,
|
||||||
|
offsets: array<f32, 8>,
|
||||||
|
last_index: i32
|
||||||
|
) -> vec4<f32> {
|
||||||
|
let start = direction.xy;
|
||||||
|
let end = direction.zw;
|
||||||
|
|
||||||
|
let v1 = end - start;
|
||||||
|
let v2 = raw_position - start;
|
||||||
|
let unit = normalize(v1);
|
||||||
|
let coord_offset = dot(unit, v2) / length(v1);
|
||||||
|
|
||||||
|
//need to store these as a var to use dynamic indexing in a loop
|
||||||
|
//this is already added to wgsl spec but not in wgpu yet
|
||||||
|
var colors_arr = colors;
|
||||||
|
var offsets_arr = offsets;
|
||||||
|
|
||||||
|
var color: vec4<f32>;
|
||||||
|
|
||||||
|
let noise_granularity: f32 = 0.3/255.0;
|
||||||
|
|
||||||
|
for (var i: i32 = 0; i < last_index; i++) {
|
||||||
|
let curr_offset = offsets_arr[i];
|
||||||
|
let next_offset = offsets_arr[i+1];
|
||||||
|
|
||||||
|
if (coord_offset <= offsets_arr[0]) {
|
||||||
|
color = colors_arr[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
|
||||||
|
let from_ = colors_arr[i];
|
||||||
|
let to_ = colors_arr[i+1];
|
||||||
|
let factor = smoothstep(curr_offset, next_offset, coord_offset);
|
||||||
|
|
||||||
|
color = interpolate_color(from_, to_, factor);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (coord_offset >= offsets_arr[last_index]) {
|
||||||
|
color = colors_arr[last_index];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
let colors = array<vec4<f32>, 8>(
|
||||||
|
unpack_u32(input.colors_1.xy),
|
||||||
|
unpack_u32(input.colors_1.zw),
|
||||||
|
unpack_u32(input.colors_2.xy),
|
||||||
|
unpack_u32(input.colors_2.zw),
|
||||||
|
unpack_u32(input.colors_3.xy),
|
||||||
|
unpack_u32(input.colors_3.zw),
|
||||||
|
unpack_u32(input.colors_4.xy),
|
||||||
|
unpack_u32(input.colors_4.zw),
|
||||||
|
);
|
||||||
|
|
||||||
|
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
|
||||||
|
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
|
||||||
|
|
||||||
|
var offsets = array<f32, 8>(
|
||||||
|
offsets_1.x,
|
||||||
|
offsets_1.y,
|
||||||
|
offsets_1.z,
|
||||||
|
offsets_1.w,
|
||||||
|
offsets_2.x,
|
||||||
|
offsets_2.y,
|
||||||
|
offsets_2.z,
|
||||||
|
offsets_2.w,
|
||||||
|
);
|
||||||
|
|
||||||
|
//TODO could just pass this in to the shader but is probably more performant to just check it here
|
||||||
|
var last_index = 7;
|
||||||
|
for (var i: i32 = 0; i <= 7; i++) {
|
||||||
|
if (offsets[i] > 1.0) {
|
||||||
|
last_index = i - 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
|
||||||
|
|
||||||
|
let pos = input.position_and_scale.xy;
|
||||||
|
let scale = input.position_and_scale.zw;
|
||||||
|
|
||||||
|
var border_radius = select_border_radius(
|
||||||
|
input.border_radius,
|
||||||
|
input.position.xy,
|
||||||
|
(pos + scale * 0.5).xy
|
||||||
|
);
|
||||||
|
|
||||||
|
if (input.border_width > 0.0) {
|
||||||
|
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
|
||||||
|
|
||||||
|
var internal_distance: f32 = distance_alg(
|
||||||
|
input.position.xy,
|
||||||
|
pos + vec2<f32>(input.border_width, input.border_width),
|
||||||
|
scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
|
||||||
|
internal_border
|
||||||
|
);
|
||||||
|
|
||||||
|
var border_mix: f32 = smoothstep(
|
||||||
|
max(internal_border - 0.5, 0.0),
|
||||||
|
internal_border + 0.5,
|
||||||
|
internal_distance
|
||||||
|
);
|
||||||
|
|
||||||
|
mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
|
||||||
|
}
|
||||||
|
|
||||||
|
var dist: f32 = distance_alg(
|
||||||
|
input.position.xy,
|
||||||
|
pos,
|
||||||
|
scale,
|
||||||
|
border_radius
|
||||||
|
);
|
||||||
|
|
||||||
|
var radius_alpha: f32 = 1.0 - smoothstep(
|
||||||
|
max(border_radius - 0.5, 0.0),
|
||||||
|
border_radius + 0.5,
|
||||||
|
dist);
|
||||||
|
|
||||||
|
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
|
||||||
|
let rg: vec2<f32> = unpack2x16float(color.x);
|
||||||
|
let ba: vec2<f32> = unpack2x16float(color.y);
|
||||||
|
|
||||||
|
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
|
||||||
|
}
|
||||||
99
wgpu/src/shader/quad/solid.wgsl
Normal file
99
wgpu/src/shader/quad/solid.wgsl
Normal file
|
|
@ -0,0 +1,99 @@
|
||||||
|
struct SolidVertexInput {
|
||||||
|
@location(0) v_pos: vec2<f32>,
|
||||||
|
@location(1) color: vec4<f32>,
|
||||||
|
@location(2) pos: vec2<f32>,
|
||||||
|
@location(3) scale: vec2<f32>,
|
||||||
|
@location(4) border_color: vec4<f32>,
|
||||||
|
@location(5) border_radius: vec4<f32>,
|
||||||
|
@location(6) border_width: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct SolidVertexOutput {
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
@location(0) color: vec4<f32>,
|
||||||
|
@location(1) border_color: vec4<f32>,
|
||||||
|
@location(2) pos: vec2<f32>,
|
||||||
|
@location(3) scale: vec2<f32>,
|
||||||
|
@location(4) border_radius: vec4<f32>,
|
||||||
|
@location(5) border_width: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
|
||||||
|
var out: SolidVertexOutput;
|
||||||
|
|
||||||
|
var pos: vec2<f32> = input.pos * globals.scale;
|
||||||
|
var scale: vec2<f32> = input.scale * globals.scale;
|
||||||
|
|
||||||
|
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
|
||||||
|
var border_radius: vec4<f32> = vec4<f32>(
|
||||||
|
min(input.border_radius.x, min_border_radius),
|
||||||
|
min(input.border_radius.y, min_border_radius),
|
||||||
|
min(input.border_radius.z, min_border_radius),
|
||||||
|
min(input.border_radius.w, min_border_radius)
|
||||||
|
);
|
||||||
|
|
||||||
|
var transform: mat4x4<f32> = mat4x4<f32>(
|
||||||
|
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
|
||||||
|
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
|
||||||
|
vec4<f32>(0.0, 0.0, 1.0, 0.0),
|
||||||
|
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||||
|
out.color = input.color;
|
||||||
|
out.border_color = input.border_color;
|
||||||
|
out.pos = pos;
|
||||||
|
out.scale = scale;
|
||||||
|
out.border_radius = border_radius * globals.scale;
|
||||||
|
out.border_width = input.border_width * globals.scale;
|
||||||
|
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn solid_fs_main(
|
||||||
|
input: SolidVertexOutput
|
||||||
|
) -> @location(0) vec4<f32> {
|
||||||
|
var mixed_color: vec4<f32> = input.color;
|
||||||
|
|
||||||
|
var border_radius = select_border_radius(
|
||||||
|
input.border_radius,
|
||||||
|
input.position.xy,
|
||||||
|
(input.pos + input.scale * 0.5).xy
|
||||||
|
);
|
||||||
|
|
||||||
|
if (input.border_width > 0.0) {
|
||||||
|
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
|
||||||
|
|
||||||
|
var internal_distance: f32 = distance_alg(
|
||||||
|
input.position.xy,
|
||||||
|
input.pos + vec2<f32>(input.border_width, input.border_width),
|
||||||
|
input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
|
||||||
|
internal_border
|
||||||
|
);
|
||||||
|
|
||||||
|
var border_mix: f32 = smoothstep(
|
||||||
|
max(internal_border - 0.5, 0.0),
|
||||||
|
internal_border + 0.5,
|
||||||
|
internal_distance
|
||||||
|
);
|
||||||
|
|
||||||
|
mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
|
||||||
|
}
|
||||||
|
|
||||||
|
var dist: f32 = distance_alg(
|
||||||
|
vec2<f32>(input.position.x, input.position.y),
|
||||||
|
input.pos,
|
||||||
|
input.scale,
|
||||||
|
border_radius
|
||||||
|
);
|
||||||
|
|
||||||
|
var radius_alpha: f32 = 1.0 - smoothstep(
|
||||||
|
max(border_radius - 0.5, 0.0),
|
||||||
|
border_radius + 0.5,
|
||||||
|
dist
|
||||||
|
);
|
||||||
|
|
||||||
|
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
|
||||||
|
}
|
||||||
|
|
@ -3,163 +3,3 @@ struct Globals {
|
||||||
}
|
}
|
||||||
|
|
||||||
@group(0) @binding(0) var<uniform> globals: Globals;
|
@group(0) @binding(0) var<uniform> globals: Globals;
|
||||||
|
|
||||||
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
|
|
||||||
let rg: vec2<f32> = unpack2x16float(color.x);
|
|
||||||
let ba: vec2<f32> = unpack2x16float(color.y);
|
|
||||||
|
|
||||||
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
|
|
||||||
}
|
|
||||||
|
|
||||||
struct SolidVertexInput {
|
|
||||||
@location(0) position: vec2<f32>,
|
|
||||||
@location(1) color: vec4<f32>,
|
|
||||||
}
|
|
||||||
|
|
||||||
struct SolidVertexOutput {
|
|
||||||
@builtin(position) position: vec4<f32>,
|
|
||||||
@location(0) color: vec4<f32>,
|
|
||||||
}
|
|
||||||
|
|
||||||
@vertex
|
|
||||||
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
|
|
||||||
var out: SolidVertexOutput;
|
|
||||||
|
|
||||||
out.color = input.color;
|
|
||||||
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
|
|
||||||
|
|
||||||
return out;
|
|
||||||
}
|
|
||||||
|
|
||||||
@fragment
|
|
||||||
fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
|
|
||||||
return input.color;
|
|
||||||
}
|
|
||||||
|
|
||||||
struct GradientVertexInput {
|
|
||||||
@location(0) v_pos: vec2<f32>,
|
|
||||||
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
|
||||||
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
|
||||||
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
|
||||||
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
|
||||||
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
|
||||||
@location(6) direction: vec4<f32>,
|
|
||||||
}
|
|
||||||
|
|
||||||
struct GradientVertexOutput {
|
|
||||||
@builtin(position) position: vec4<f32>,
|
|
||||||
@location(0) raw_position: vec2<f32>,
|
|
||||||
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
|
||||||
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
|
||||||
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
|
||||||
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
|
||||||
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
|
||||||
@location(6) direction: vec4<f32>,
|
|
||||||
}
|
|
||||||
|
|
||||||
@vertex
|
|
||||||
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
|
|
||||||
var output: GradientVertexOutput;
|
|
||||||
|
|
||||||
output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
|
||||||
output.raw_position = input.v_pos;
|
|
||||||
output.colors_1 = input.colors_1;
|
|
||||||
output.colors_2 = input.colors_2;
|
|
||||||
output.colors_3 = input.colors_3;
|
|
||||||
output.colors_4 = input.colors_4;
|
|
||||||
output.offsets = input.offsets;
|
|
||||||
output.direction = input.direction;
|
|
||||||
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
fn random(coords: vec2<f32>) -> f32 {
|
|
||||||
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Returns the current interpolated color with a max 8-stop gradient
|
|
||||||
fn gradient(
|
|
||||||
raw_position: vec2<f32>,
|
|
||||||
direction: vec4<f32>,
|
|
||||||
colors: array<vec4<f32>, 8>,
|
|
||||||
offsets: array<f32, 8>,
|
|
||||||
last_index: i32
|
|
||||||
) -> vec4<f32> {
|
|
||||||
let start = direction.xy;
|
|
||||||
let end = direction.zw;
|
|
||||||
|
|
||||||
let v1 = end - start;
|
|
||||||
let v2 = raw_position - start;
|
|
||||||
let unit = normalize(v1);
|
|
||||||
let coord_offset = dot(unit, v2) / length(v1);
|
|
||||||
|
|
||||||
//need to store these as a var to use dynamic indexing in a loop
|
|
||||||
//this is already added to wgsl spec but not in wgpu yet
|
|
||||||
var colors_arr = colors;
|
|
||||||
var offsets_arr = offsets;
|
|
||||||
|
|
||||||
var color: vec4<f32>;
|
|
||||||
|
|
||||||
let noise_granularity: f32 = 0.3/255.0;
|
|
||||||
|
|
||||||
for (var i: i32 = 0; i < last_index; i++) {
|
|
||||||
let curr_offset = offsets_arr[i];
|
|
||||||
let next_offset = offsets_arr[i+1];
|
|
||||||
|
|
||||||
if (coord_offset <= offsets_arr[0]) {
|
|
||||||
color = colors_arr[0];
|
|
||||||
}
|
|
||||||
|
|
||||||
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
|
|
||||||
color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
|
|
||||||
curr_offset,
|
|
||||||
next_offset,
|
|
||||||
coord_offset,
|
|
||||||
));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (coord_offset >= offsets_arr[last_index]) {
|
|
||||||
color = colors_arr[last_index];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
|
|
||||||
}
|
|
||||||
|
|
||||||
@fragment
|
|
||||||
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
|
|
||||||
let colors = array<vec4<f32>, 8>(
|
|
||||||
unpack_u32(input.colors_1.xy),
|
|
||||||
unpack_u32(input.colors_1.zw),
|
|
||||||
unpack_u32(input.colors_2.xy),
|
|
||||||
unpack_u32(input.colors_2.zw),
|
|
||||||
unpack_u32(input.colors_3.xy),
|
|
||||||
unpack_u32(input.colors_3.zw),
|
|
||||||
unpack_u32(input.colors_4.xy),
|
|
||||||
unpack_u32(input.colors_4.zw),
|
|
||||||
);
|
|
||||||
|
|
||||||
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
|
|
||||||
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
|
|
||||||
|
|
||||||
var offsets = array<f32, 8>(
|
|
||||||
offsets_1.x,
|
|
||||||
offsets_1.y,
|
|
||||||
offsets_1.z,
|
|
||||||
offsets_1.w,
|
|
||||||
offsets_2.x,
|
|
||||||
offsets_2.y,
|
|
||||||
offsets_2.z,
|
|
||||||
offsets_2.w,
|
|
||||||
);
|
|
||||||
|
|
||||||
var last_index = 7;
|
|
||||||
for (var i: i32 = 0; i <= 7; i++) {
|
|
||||||
if (offsets[i] >= 1.0) {
|
|
||||||
last_index = i;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
|
|
||||||
}
|
|
||||||
|
|
|
||||||
134
wgpu/src/shader/triangle/gradient.wgsl
Normal file
134
wgpu/src/shader/triangle/gradient.wgsl
Normal file
|
|
@ -0,0 +1,134 @@
|
||||||
|
struct GradientVertexInput {
|
||||||
|
@location(0) v_pos: vec2<f32>,
|
||||||
|
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
||||||
|
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
||||||
|
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
||||||
|
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
||||||
|
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
||||||
|
@location(6) direction: vec4<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct GradientVertexOutput {
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
@location(0) raw_position: vec2<f32>,
|
||||||
|
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
||||||
|
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
||||||
|
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
||||||
|
@location(4) @interpolate(flat) colors_4: vec4<u32>,
|
||||||
|
@location(5) @interpolate(flat) offsets: vec4<u32>,
|
||||||
|
@location(6) direction: vec4<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
|
||||||
|
var output: GradientVertexOutput;
|
||||||
|
|
||||||
|
output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||||
|
output.raw_position = input.v_pos;
|
||||||
|
output.colors_1 = input.colors_1;
|
||||||
|
output.colors_2 = input.colors_2;
|
||||||
|
output.colors_3 = input.colors_3;
|
||||||
|
output.colors_4 = input.colors_4;
|
||||||
|
output.offsets = input.offsets;
|
||||||
|
output.direction = input.direction;
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the current interpolated color with a max 8-stop gradient
|
||||||
|
fn gradient(
|
||||||
|
raw_position: vec2<f32>,
|
||||||
|
direction: vec4<f32>,
|
||||||
|
colors: array<vec4<f32>, 8>,
|
||||||
|
offsets: array<f32, 8>,
|
||||||
|
last_index: i32
|
||||||
|
) -> vec4<f32> {
|
||||||
|
let start = direction.xy;
|
||||||
|
let end = direction.zw;
|
||||||
|
|
||||||
|
let v1 = end - start;
|
||||||
|
let v2 = raw_position - start;
|
||||||
|
let unit = normalize(v1);
|
||||||
|
let coord_offset = dot(unit, v2) / length(v1);
|
||||||
|
|
||||||
|
//need to store these as a var to use dynamic indexing in a loop
|
||||||
|
//this is already added to wgsl spec but not in wgpu yet
|
||||||
|
var colors_arr = colors;
|
||||||
|
var offsets_arr = offsets;
|
||||||
|
|
||||||
|
var color: vec4<f32>;
|
||||||
|
|
||||||
|
let noise_granularity: f32 = 0.3/255.0;
|
||||||
|
|
||||||
|
for (var i: i32 = 0; i < last_index; i++) {
|
||||||
|
let curr_offset = offsets_arr[i];
|
||||||
|
let next_offset = offsets_arr[i+1];
|
||||||
|
|
||||||
|
if (coord_offset <= offsets_arr[0]) {
|
||||||
|
color = colors_arr[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
|
||||||
|
let from_ = colors_arr[i];
|
||||||
|
let to_ = colors_arr[i+1];
|
||||||
|
let factor = smoothstep(curr_offset, next_offset, coord_offset);
|
||||||
|
|
||||||
|
color = interpolate_color(from_, to_, factor);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (coord_offset >= offsets_arr[last_index]) {
|
||||||
|
color = colors_arr[last_index];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return color + mix(-noise_granularity, noise_granularity, random(raw_position));
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
let colors = array<vec4<f32>, 8>(
|
||||||
|
unpack_u32(input.colors_1.xy),
|
||||||
|
unpack_u32(input.colors_1.zw),
|
||||||
|
unpack_u32(input.colors_2.xy),
|
||||||
|
unpack_u32(input.colors_2.zw),
|
||||||
|
unpack_u32(input.colors_3.xy),
|
||||||
|
unpack_u32(input.colors_3.zw),
|
||||||
|
unpack_u32(input.colors_4.xy),
|
||||||
|
unpack_u32(input.colors_4.zw),
|
||||||
|
);
|
||||||
|
|
||||||
|
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
|
||||||
|
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
|
||||||
|
|
||||||
|
var offsets = array<f32, 8>(
|
||||||
|
offsets_1.x,
|
||||||
|
offsets_1.y,
|
||||||
|
offsets_1.z,
|
||||||
|
offsets_1.w,
|
||||||
|
offsets_2.x,
|
||||||
|
offsets_2.y,
|
||||||
|
offsets_2.z,
|
||||||
|
offsets_2.w,
|
||||||
|
);
|
||||||
|
|
||||||
|
var last_index = 7;
|
||||||
|
for (var i: i32 = 0; i <= 7; i++) {
|
||||||
|
if (offsets[i] >= 1.0) {
|
||||||
|
last_index = i;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
|
||||||
|
let rg: vec2<f32> = unpack2x16float(color.x);
|
||||||
|
let ba: vec2<f32> = unpack2x16float(color.y);
|
||||||
|
|
||||||
|
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn random(coords: vec2<f32>) -> f32 {
|
||||||
|
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
|
||||||
|
}
|
||||||
24
wgpu/src/shader/triangle/solid.wgsl
Normal file
24
wgpu/src/shader/triangle/solid.wgsl
Normal file
|
|
@ -0,0 +1,24 @@
|
||||||
|
struct SolidVertexInput {
|
||||||
|
@location(0) position: vec2<f32>,
|
||||||
|
@location(1) color: vec4<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct SolidVertexOutput {
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
@location(0) color: vec4<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
|
||||||
|
var out: SolidVertexOutput;
|
||||||
|
|
||||||
|
out.color = input.color;
|
||||||
|
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
|
||||||
|
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
return input.color;
|
||||||
|
}
|
||||||
|
|
@ -487,8 +487,10 @@ mod solid {
|
||||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("iced_wgpu.triangle.solid.shader"),
|
label: Some("iced_wgpu.triangle.solid.shader"),
|
||||||
source: wgpu::ShaderSource::Wgsl(
|
source: wgpu::ShaderSource::Wgsl(
|
||||||
std::borrow::Cow::Borrowed(include_str!(
|
std::borrow::Cow::Borrowed(concat!(
|
||||||
"shader/triangle.wgsl"
|
include_str!("shader/triangle.wgsl"),
|
||||||
|
"\n",
|
||||||
|
include_str!("shader/triangle/solid.wgsl"),
|
||||||
)),
|
)),
|
||||||
),
|
),
|
||||||
});
|
});
|
||||||
|
|
@ -537,6 +539,7 @@ mod solid {
|
||||||
}
|
}
|
||||||
|
|
||||||
mod gradient {
|
mod gradient {
|
||||||
|
use crate::graphics::color;
|
||||||
use crate::graphics::mesh;
|
use crate::graphics::mesh;
|
||||||
use crate::graphics::Antialiasing;
|
use crate::graphics::Antialiasing;
|
||||||
use crate::triangle;
|
use crate::triangle;
|
||||||
|
|
@ -633,9 +636,31 @@ mod gradient {
|
||||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("iced_wgpu.triangle.gradient.shader"),
|
label: Some("iced_wgpu.triangle.gradient.shader"),
|
||||||
source: wgpu::ShaderSource::Wgsl(
|
source: wgpu::ShaderSource::Wgsl(
|
||||||
std::borrow::Cow::Borrowed(include_str!(
|
std::borrow::Cow::Borrowed(
|
||||||
"shader/triangle.wgsl"
|
if color::GAMMA_CORRECTION {
|
||||||
)),
|
concat!(
|
||||||
|
include_str!("shader/triangle.wgsl"),
|
||||||
|
"\n",
|
||||||
|
include_str!(
|
||||||
|
"shader/triangle/gradient.wgsl"
|
||||||
|
),
|
||||||
|
"\n",
|
||||||
|
include_str!("shader/color/oklab.wgsl")
|
||||||
|
)
|
||||||
|
} else {
|
||||||
|
concat!(
|
||||||
|
include_str!("shader/triangle.wgsl"),
|
||||||
|
"\n",
|
||||||
|
include_str!(
|
||||||
|
"shader/triangle/gradient.wgsl"
|
||||||
|
),
|
||||||
|
"\n",
|
||||||
|
include_str!(
|
||||||
|
"shader/color/linear_rgb.wgsl"
|
||||||
|
)
|
||||||
|
)
|
||||||
|
},
|
||||||
|
),
|
||||||
),
|
),
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue