non uniform border radius for quads
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parent
d222b5c8b0
commit
c0596179bd
25 changed files with 121 additions and 60 deletions
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@ -91,7 +91,7 @@ impl Pipeline {
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2 => Float32x2,
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3 => Float32x4,
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4 => Float32x4,
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5 => Float32,
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5 => Float32x4,
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6 => Float32,
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),
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},
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@ -11,7 +11,7 @@ struct VertexInput {
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@location(2) scale: vec2<f32>,
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@location(3) color: vec4<f32>,
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@location(4) border_color: vec4<f32>,
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@location(5) border_radius: 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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@ -21,7 +21,7 @@ struct VertexOutput {
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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: 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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@ -32,9 +32,12 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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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 border_radius: f32 = min(
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input.border_radius,
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min(input.scale.x, input.scale.y) / 2.0
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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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@ -76,6 +79,18 @@ fn distance_alg(
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return sqrt(dist.x * dist.x + dist.y * dist.y);
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}
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// Based on the fragement position and the center of the quad, select one of the 4 radi.
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// Order matches CSS border radius attribute:
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// radi.x = top-left, radi.y = top-right, radi.z = bottom-right, radi.w = bottom-left
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fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>) -> f32 {
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var rx = radi.x;
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var ry = radi.y;
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rx = select(radi.x, radi.y, position.x > center.x);
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ry = select(radi.w, radi.z, position.x > center.x);
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rx = select(rx, ry, position.y > center.y);
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return rx;
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}
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@fragment
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fn fs_main(
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@ -83,14 +98,17 @@ fn fs_main(
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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(
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input.border_radius - input.border_width,
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0.0
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);
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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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vec2<f32>(input.position.x, input.position.y),
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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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@ -109,13 +127,14 @@ fn fs_main(
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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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input.border_radius
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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(input.border_radius - 0.5, 0.0),
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input.border_radius + 0.5,
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dist);
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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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