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1 changed files with 105 additions and 123 deletions
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@ -93,10 +93,9 @@ float4 to_device_position(float2 unit_vertex, Bounds bounds) {
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}
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float4 distance_from_clip_rect_impl(float2 position, Bounds clip_bounds) {
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return float4(position.x - clip_bounds.origin.x,
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clip_bounds.origin.x + clip_bounds.size.x - position.x,
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position.y - clip_bounds.origin.y,
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clip_bounds.origin.y + clip_bounds.size.y - position.y);
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float2 tl = position - clip_bounds.origin;
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float2 br = clip_bounds.origin + clip_bounds.size - position;
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return float4(tl.x, br.x, tl.y, br.y);
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}
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float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) {
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@ -293,20 +292,20 @@ float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) {
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return quad_sdf_impl(corner_center_to_point, corner_radius);
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}
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GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1) {
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GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, LinearColorStop colors[2]) {
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GradientColor output;
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if (tag == 0) {
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if (tag == 0 || tag == 2) {
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output.solid = hsla_to_rgba(solid);
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} else if (tag == 1) {
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output.color0 = hsla_to_rgba(color0);
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output.color1 = hsla_to_rgba(color1);
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output.color0 = hsla_to_rgba(colors[0].color);
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output.color1 = hsla_to_rgba(colors[1].color);
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// Prepare color space in vertex for avoid conversion
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// in fragment shader for performance reasons
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if (color_space == 1) {
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// Oklab
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output.color0 = srgb_to_oklab(output.color0);
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output.color1 = srgb_to_oklab(output.color1);
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// Oklab
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output.color0 = srgb_to_oklab(output.color0);
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output.color1 = srgb_to_oklab(output.color1);
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}
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}
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@ -444,99 +443,6 @@ float quarter_ellipse_sdf(float2 pt, float2 radii) {
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return unit_circle_sdf * (radii.x + radii.y) * -0.5;
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}
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/*
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**
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** Shadows
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**
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*/
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struct ShadowVertexOutput {
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float4 position: SV_Position;
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float4 color: COLOR;
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uint shadow_id: FLAT;
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float4 clip_distance: SV_ClipDistance;
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};
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struct ShadowFragmentInput {
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float4 position: SV_Position;
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float4 color: COLOR;
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uint shadow_id: FLAT;
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};
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struct Shadow {
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uint order;
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float blur_radius;
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Bounds bounds;
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Corners corner_radii;
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Bounds content_mask;
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Hsla color;
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};
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StructuredBuffer<Shadow> shadows: register(t1);
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ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV_InstanceID) {
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float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
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Shadow shadow = shadows[shadow_id];
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float margin = 3.0 * shadow.blur_radius;
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Bounds bounds = shadow.bounds;
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bounds.origin -= margin;
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bounds.size += 2.0 * margin;
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float4 device_position = to_device_position(unit_vertex, bounds);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
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float4 color = hsla_to_rgba(shadow.color);
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ShadowVertexOutput output;
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output.position = device_position;
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output.color = color;
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output.shadow_id = shadow_id;
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output.clip_distance = clip_distance;
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return output;
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}
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float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
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Shadow shadow = shadows[input.shadow_id];
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float2 half_size = shadow.bounds.size / 2.;
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float2 center = shadow.bounds.origin + half_size;
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float2 point0 = input.position.xy - center;
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float corner_radius;
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if (point0.x < 0.) {
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if (point0.y < 0.) {
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corner_radius = shadow.corner_radii.top_left;
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} else {
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corner_radius = shadow.corner_radii.bottom_left;
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}
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} else {
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if (point0.y < 0.) {
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corner_radius = shadow.corner_radii.top_right;
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} else {
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corner_radius = shadow.corner_radii.bottom_right;
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}
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}
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// The signal is only non-zero in a limited range, so don't waste samples
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float low = point0.y - half_size.y;
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float high = point0.y + half_size.y;
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float start = clamp(-3. * shadow.blur_radius, low, high);
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float end = clamp(3. * shadow.blur_radius, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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float step = (end - start) / 4.;
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float y = start + step * 0.5;
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float alpha = 0.;
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for (int i = 0; i < 4; i++) {
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alpha += blur_along_x(point0.x, point0.y - y, shadow.blur_radius,
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corner_radius, half_size) *
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gaussian(y, shadow.blur_radius) * step;
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y += step;
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}
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return input.color * float4(1., 1., 1., alpha);
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}
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/*
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**
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** Quads
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@ -579,16 +485,15 @@ QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_Insta
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float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
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Quad quad = quads[quad_id];
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float4 device_position = to_device_position(unit_vertex, quad.bounds);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
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float4 border_color = hsla_to_rgba(quad.border_color);
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GradientColor gradient = prepare_gradient_color(
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quad.background.tag,
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quad.background.color_space,
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quad.background.solid,
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quad.background.colors[0].color,
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quad.background.colors[1].color
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quad.background.colors
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);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
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float4 border_color = hsla_to_rgba(quad.border_color);
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QuadVertexOutput output;
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output.position = device_position;
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@ -885,17 +790,97 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
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return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
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}
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struct PathVertex {
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float2 xy_position;
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Bounds content_mask;
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/*
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**
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** Shadows
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**
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*/
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struct ShadowVertexOutput {
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float4 position: SV_Position;
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nointerpolation float4 color: COLOR;
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nointerpolation uint shadow_id: TEXCOORD0;
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float4 clip_distance: SV_ClipDistance;
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};
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struct ShadowFragmentInput {
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float4 position: SV_Position;
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float4 color: COLOR;
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nointerpolation uint shadow_id: TEXCOORD0;
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};
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struct Shadow {
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uint order;
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float blur_radius;
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Bounds bounds;
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Corners corner_radii;
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Bounds content_mask;
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Hsla color;
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};
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StructuredBuffer<Shadow> shadows: register(t1);
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ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV_InstanceID) {
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float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
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Shadow shadow = shadows[shadow_id];
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float margin = 3.0 * shadow.blur_radius;
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Bounds bounds = shadow.bounds;
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bounds.origin -= margin;
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bounds.size += 2.0 * margin;
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float4 device_position = to_device_position(unit_vertex, bounds);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
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float4 color = hsla_to_rgba(shadow.color);
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ShadowVertexOutput output;
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output.position = device_position;
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output.color = color;
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output.shadow_id = shadow_id;
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output.clip_distance = clip_distance;
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return output;
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}
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float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
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Shadow shadow = shadows[input.shadow_id];
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float2 half_size = shadow.bounds.size / 2.;
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float2 center = shadow.bounds.origin + half_size;
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float2 point0 = input.position.xy - center;
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float corner_radius = pick_corner_radius(point0, shadow.corner_radii);
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// The signal is only non-zero in a limited range, so don't waste samples
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float low = point0.y - half_size.y;
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float high = point0.y + half_size.y;
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float start = clamp(-3. * shadow.blur_radius, low, high);
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float end = clamp(3. * shadow.blur_radius, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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float step = (end - start) / 4.;
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float y = start + step * 0.5;
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float alpha = 0.;
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for (int i = 0; i < 4; i++) {
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alpha += blur_along_x(point0.x, point0.y - y, shadow.blur_radius,
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corner_radius, half_size) *
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gaussian(y, shadow.blur_radius) * step;
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y += step;
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}
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return input.color * float4(1., 1., 1., alpha);
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}
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/*
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**
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** Paths
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**
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*/
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struct PathVertex {
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float2 xy_position;
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Bounds content_mask;
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};
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struct PathSprite {
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Bounds bounds;
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Background color;
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@ -926,8 +911,7 @@ PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_
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sprite.color.tag,
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sprite.color.color_space,
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sprite.color.solid,
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sprite.color.colors[0].color,
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sprite.color.colors[1].color
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sprite.color.colors
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);
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output.solid_color = gradient.solid;
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@ -967,15 +951,15 @@ struct Underline {
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struct UnderlineVertexOutput {
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float4 position: SV_Position;
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float4 color: COLOR;
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uint underline_id: FLAT;
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nointerpolation float4 color: COLOR;
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nointerpolation uint underline_id: TEXCOORD0;
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float4 clip_distance: SV_ClipDistance;
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};
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struct UnderlineFragmentInput {
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float4 position: SV_Position;
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float4 color: COLOR;
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uint underline_id: FLAT;
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nointerpolation float4 color: COLOR;
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nointerpolation uint underline_id: TEXCOORD0;
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};
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StructuredBuffer<Underline> underlines: register(t1);
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@ -1000,10 +984,8 @@ float4 underline_fragment(UnderlineFragmentInput input): SV_Target {
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Underline underline = underlines[input.underline_id];
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if (underline.wavy) {
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float half_thickness = underline.thickness * 0.5;
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float2 origin =
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float2(underline.bounds.origin.x, underline.bounds.origin.y);
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float2 st = ((input.position.xy - origin) / underline.bounds.size.y) -
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float2(0., 0.5);
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float2 origin = underline.bounds.origin;
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float2 st = ((input.position.xy - origin) / underline.bounds.size.y) - float2(0., 0.5);
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float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
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float amplitude = 1. / (2. * underline.thickness);
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float sine = sin(st.x * frequency) * amplitude;
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@ -1039,14 +1021,14 @@ struct MonochromeSprite {
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struct MonochromeSpriteVertexOutput {
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float4 position: SV_Position;
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float2 tile_position: POSITION;
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float4 color: COLOR;
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nointerpolation float4 color: COLOR;
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float4 clip_distance: SV_ClipDistance;
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};
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struct MonochromeSpriteFragmentInput {
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float4 position: SV_Position;
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float2 tile_position: POSITION;
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float4 color: COLOR;
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nointerpolation float4 color: COLOR;
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};
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StructuredBuffer<MonochromeSprite> mono_sprites: register(t1);
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