blade: port underline shader

This commit is contained in:
Dzmitry Malyshau 2024-02-02 23:04:56 -08:00
parent 04e49dc493
commit 7c7aad5e76
4 changed files with 106 additions and 7 deletions

View file

@ -373,7 +373,7 @@ struct PathVarying {
@vertex
fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PathVarying {
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
let sprite = b_path_sprites[instance_id];
// Don't apply content mask because it was already accounted for when rasterizing the path.
@ -386,7 +386,69 @@ fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) insta
@fragment
fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
let sample = textureSample(t_tile, s_tile, input.tile_position).r;
let mask = 1.0 - abs(1.0 - sample % 2.0);
return input.color * mask;
let sample = textureSample(t_tile, s_tile, input.tile_position).r;
let mask = 1.0 - abs(1.0 - sample % 2.0);
return input.color * mask;
}
// --- underlines --- //
struct Underline {
view_id: ViewId,
layer_id: u32,
order: u32,
bounds: Bounds,
content_mask: Bounds,
color: Hsla,
thickness: f32,
wavy: u32,
}
var<storage, read> b_underlines: array<Underline>;
struct UnderlineVarying {
@builtin(position) position: vec4<f32>,
@location(0) @interpolate(flat) color: vec4<f32>,
@location(1) @interpolate(flat) underline_id: u32,
//TODO: use `clip_distance` once Naga supports it
@location(3) clip_distances: vec4<f32>,
}
@vertex
fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> UnderlineVarying {
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
let underline = b_underlines[instance_id];
var out = UnderlineVarying();
out.position = to_device_position(unit_vertex, underline.bounds);
out.color = hsla_to_rgba(underline.color);
out.underline_id = instance_id;
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
return out;
}
@fragment
fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
// Alpha clip first, since we don't have `clip_distance`.
if (any(input.clip_distances < vec4<f32>(0.0))) {
return vec4<f32>(0.0);
}
let underline = b_underlines[input.underline_id];
if (underline.wavy == 0u)
{
return vec4<f32>(0.0);
}
let half_thickness = underline.thickness * 0.5;
let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2<f32>(0.0, 0.5);
let frequency = M_PI_F * 3.0 * underline.thickness / 8.0;
let amplitude = 1.0 / (2.0 * underline.thickness);
let sine = sin(st.x * frequency) * amplitude;
let dSine = cos(st.x * frequency) * amplitude * frequency;
let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine);
let distance_in_pixels = distance * underline.bounds.size.y;
let distance_from_top_border = distance_in_pixels - half_thickness;
let distance_from_bottom_border = distance_in_pixels + half_thickness;
let alpha = saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
}