struct Bounds { origin: vec2, size: vec2, } struct Corners { top_left: f32, top_right: f32, bottom_right: f32, bottom_left: f32, } struct Edges { top: f32, right: f32, bottom: f32, left: f32, } struct Hsla { h: f32, s: f32, l: f32, a: f32, } struct Quad { view_id: vec2, layer_id: u32, order: u32, bounds: Bounds, content_mask: Bounds, background: Hsla, border_color: Hsla, corner_radii: Corners, border_widths: Edges, } struct Globals { viewport_size: vec2, pad: vec2, } var globals: Globals; var quads: array; struct QuadsVarying { @builtin(position) position: vec4, @location(0) @interpolate(flat) background_color: vec4, @location(1) @interpolate(flat) border_color: vec4, @location(2) @interpolate(flat) quad_id: u32, //TODO: use `clip_distance` once Naga supports it @location(3) clip_distances: vec4, } fn to_device_position(unit_vertex: vec2, bounds: Bounds) -> vec4 { let position = unit_vertex * vec2(bounds.size) + bounds.origin; let device_position = position / globals.viewport_size * vec2(2.0, -2.0) + vec2(-1.0, 1.0); return vec4(device_position, 0.0, 1.0); } fn distance_from_clip_rect(unit_vertex: vec2, bounds: Bounds, clip_bounds: Bounds) -> vec4 { let position = unit_vertex * vec2(bounds.size) + bounds.origin; let tl = position - clip_bounds.origin; let br = clip_bounds.origin + clip_bounds.size - position; return vec4(tl.x, br.x, tl.y, br.y); } fn hsla_to_rgba(hsla: Hsla) -> vec4 { let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range let s = hsla.s; let l = hsla.l; let a = hsla.a; let c = (1.0 - abs(2.0 * l - 1.0)) * s; let x = c * (1.0 - abs(h % 2.0 - 1.0)); let m = l - c / 2.0; var color = vec4(m, m, m, a); if (h >= 0.0 && h < 1.0) { color.r += c; color.g += x; } else if (h >= 1.0 && h < 2.0) { color.r += x; color.g += c; } else if (h >= 2.0 && h < 3.0) { color.g += c; color.b += x; } else if (h >= 3.0 && h < 4.0) { color.g += x; color.b += c; } else if (h >= 4.0 && h < 5.0) { color.r += x; color.b += c; } else { color.r += c; color.b += x; } return color; } fn over(below: vec4, above: vec4) -> vec4 { let alpha = above.a + below.a * (1.0 - above.a); let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha; return vec4(color, alpha); } @vertex fn vs_quads(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadsVarying { let unit_vertex = vec2(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u)); let quad = quads[instance_id]; var out = QuadsVarying(); out.position = to_device_position(unit_vertex, quad.bounds); out.background_color = hsla_to_rgba(quad.background); out.border_color = hsla_to_rgba(quad.border_color); out.quad_id = instance_id; out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask); return out; } @fragment fn fs_quads(input: QuadsVarying) -> @location(0) vec4 { // Alpha clip first, since we don't have `clip_distance`. let min_distance = min( min(input.clip_distances.x, input.clip_distances.y), min(input.clip_distances.z, input.clip_distances.w) ); if min_distance <= 0.0 { return vec4(0.0); } let quad = quads[input.quad_id]; let half_size = quad.bounds.size / 2.0; let center = quad.bounds.origin + half_size; let center_to_point = input.position.xy - center; var corner_radius = 0.0; if (center_to_point.x < 0.0) { if (center_to_point.y < 0.0) { corner_radius = quad.corner_radii.top_left; } else { corner_radius = quad.corner_radii.bottom_left; } } else { if (center_to_point.y < 0.) { corner_radius = quad.corner_radii.top_right; } else { corner_radius = quad.corner_radii.bottom_right; } } let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; let distance = length(max(vec2(0.0), rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius; let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0); let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0); let inset_size = half_size - corner_radius - vec2(vertical_border, horizontal_border); let point_to_inset_corner = abs(center_to_point) - inset_size; var border_width = 0.0; if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) { border_width = 0.0; } else if (point_to_inset_corner.y > point_to_inset_corner.x) { border_width = horizontal_border; } else { border_width = vertical_border; } var color = input.background_color; if (border_width > 0.0) { let inset_distance = distance + border_width; // Blend the border on top of the background and then linearly interpolate // between the two as we slide inside the background. let blended_border = over(input.background_color, input.border_color); color = mix(blended_border, input.background_color, saturate(0.5 - inset_distance)); } return color * vec4(1.0, 1.0, 1.0, saturate(0.5 - distance)); }