122 lines
3.5 KiB
WebGPU Shading Language
122 lines
3.5 KiB
WebGPU Shading Language
[[block]]
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struct Globals {
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transform: mat4x4<f32>;
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scale: f32;
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};
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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struct VertexInput {
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[[location(0)]] v_pos: vec2<f32>;
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[[location(1)]] pos: vec2<f32>;
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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(6)]] border_width: f32;
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};
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struct VertexOutput {
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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: f32;
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[[location(5)]] border_width: f32;
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};
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[[stage(vertex)]]
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: 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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);
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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.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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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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return out;
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}
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fn distance_alg(
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frag_coord: vec2<f32>,
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position: vec2<f32>,
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size: vec2<f32>,
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radius: f32
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) -> f32 {
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var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 2.0;
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var top_left: vec2<f32> = position + vec2<f32>(radius, radius);
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var bottom_right: vec2<f32> = top_left + inner_size;
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var top_left_distance: vec2<f32> = top_left - frag_coord;
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var bottom_right_distance: vec2<f32> = frag_coord - bottom_right;
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var dist: vec2<f32> = vec2<f32>(
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max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
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max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
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);
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return sqrt(dist.x * dist.x + dist.y * dist.y);
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}
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[[stage(fragment)]]
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fn fs_main(
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input: VertexOutput
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) -> [[location(0)]] vec4<f32> {
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var mixed_color: vec4<f32> = input.color;
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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_distance: f32 = distance_alg(
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vec2<f32>(input.position.x, input.position.y),
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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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input.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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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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