
TODO: - [x] BackgroundOrientation - [x] PatternDash - [x] `pattern_horizontal_dash` & `pattern_vertical_dash` - [x] Metal dash shader - [x] Blade dash shader - [x] Update ui::Divider to use new pattern --- This PR introduces proper dashed dividers using the new `PatternDash` background shader.  Before this we were using 128 elements to create a dashed divider, which is both expensive, and would not scale beyond a certain size. This allows us to simplify the divider element as well. Changes: - Adds `BackgroundOrientation` to `gpui::color::Background` to allow specifying a direction for a pattern - Adds the PatternDash pattern variant - Updates `ui::Divider`'s dashed variants to be more efficient Misc: - Documents the `ui::Divider` component - Treat `.metal` files as `C` in the Zed project until we get some metal syntax highlighting. Release Notes: - N/A
877 lines
29 KiB
WebGPU Shading Language
877 lines
29 KiB
WebGPU Shading Language
struct GlobalParams {
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viewport_size: vec2<f32>,
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premultiplied_alpha: u32,
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pad: u32,
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}
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var<uniform> globals: GlobalParams;
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var t_sprite: texture_2d<f32>;
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var s_sprite: sampler;
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const M_PI_F: f32 = 3.1415926;
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const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
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struct Bounds {
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origin: vec2<f32>,
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size: vec2<f32>,
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}
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struct Corners {
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top_left: f32,
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top_right: f32,
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bottom_right: f32,
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bottom_left: f32,
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}
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struct Edges {
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top: f32,
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right: f32,
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bottom: f32,
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left: f32,
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}
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struct Hsla {
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h: f32,
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s: f32,
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l: f32,
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a: f32,
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}
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struct LinearColorStop {
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color: Hsla,
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percentage: f32,
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}
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struct Background {
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// 0u is Solid
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// 1u is LinearGradient
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// 2u is PatternSlash
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tag: u32,
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// 0u is sRGB linear color
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// 1u is Oklab color
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color_space: u32,
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solid: Hsla,
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angle: f32,
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colors: array<LinearColorStop, 2>,
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pad: u32,
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}
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struct AtlasTextureId {
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index: u32,
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kind: u32,
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}
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struct AtlasBounds {
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origin: vec2<i32>,
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size: vec2<i32>,
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}
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struct AtlasTile {
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texture_id: AtlasTextureId,
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tile_id: u32,
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padding: u32,
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bounds: AtlasBounds,
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}
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struct TransformationMatrix {
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rotation_scale: mat2x2<f32>,
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translation: vec2<f32>,
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}
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fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> {
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let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
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return vec4<f32>(device_position, 0.0, 1.0);
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}
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fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
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let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
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return to_device_position_impl(position);
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}
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fn to_device_position_transformed(unit_vertex: vec2<f32>, bounds: Bounds, transform: TransformationMatrix) -> vec4<f32> {
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let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
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//Note: Rust side stores it as row-major, so transposing here
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let transformed = transpose(transform.rotation_scale) * position + transform.translation;
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return to_device_position_impl(transformed);
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}
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fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> {
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let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0));
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return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size;
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}
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fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> {
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let tl = position - clip_bounds.origin;
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let br = clip_bounds.origin + clip_bounds.size - position;
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return vec4<f32>(tl.x, br.x, tl.y, br.y);
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}
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fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> {
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let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
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return distance_from_clip_rect_impl(position, clip_bounds);
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}
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// https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl
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fn srgb_to_linear(srgb: vec3<f32>) -> vec3<f32> {
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let cutoff = srgb < vec3<f32>(0.04045);
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let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4));
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let lower = srgb / vec3<f32>(12.92);
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return select(higher, lower, cutoff);
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}
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fn linear_to_srgb(linear: vec3<f32>) -> vec3<f32> {
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let cutoff = linear < vec3<f32>(0.0031308);
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let higher = vec3<f32>(1.055) * pow(linear, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055);
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let lower = linear * vec3<f32>(12.92);
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return select(higher, lower, cutoff);
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}
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/// Convert a linear color to sRGBA space.
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fn linear_to_srgba(color: vec4<f32>) -> vec4<f32> {
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return vec4<f32>(linear_to_srgb(color.rgb), color.a);
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}
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/// Convert a sRGBA color to linear space.
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fn srgba_to_linear(color: vec4<f32>) -> vec4<f32> {
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return vec4<f32>(srgb_to_linear(color.rgb), color.a);
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}
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/// Hsla to linear RGBA conversion.
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fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
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let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
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let s = hsla.s;
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let l = hsla.l;
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let a = hsla.a;
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let c = (1.0 - abs(2.0 * l - 1.0)) * s;
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let x = c * (1.0 - abs(h % 2.0 - 1.0));
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let m = l - c / 2.0;
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var color = vec3<f32>(m);
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if (h >= 0.0 && h < 1.0) {
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color.r += c;
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color.g += x;
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} else if (h >= 1.0 && h < 2.0) {
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color.r += x;
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color.g += c;
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} else if (h >= 2.0 && h < 3.0) {
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color.g += c;
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color.b += x;
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} else if (h >= 3.0 && h < 4.0) {
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color.g += x;
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color.b += c;
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} else if (h >= 4.0 && h < 5.0) {
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color.r += x;
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color.b += c;
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} else {
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color.r += c;
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color.b += x;
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}
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// Input colors are assumed to be in sRGB space,
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// but blending and rendering needs to happen in linear space.
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// The output will be converted to sRGB by either the target
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// texture format or the swapchain color space.
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let linear = srgb_to_linear(color);
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return vec4<f32>(linear, a);
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}
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/// Convert a linear sRGB to Oklab space.
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/// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
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fn linear_srgb_to_oklab(color: vec4<f32>) -> vec4<f32> {
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let l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
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let m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
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let s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
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let l_ = pow(l, 1.0 / 3.0);
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let m_ = pow(m, 1.0 / 3.0);
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let s_ = pow(s, 1.0 / 3.0);
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return vec4<f32>(
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0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
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1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
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0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
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color.a
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);
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}
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/// Convert an Oklab color to linear sRGB space.
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fn oklab_to_linear_srgb(color: vec4<f32>) -> vec4<f32> {
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let l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
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let m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
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let s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
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let l = l_ * l_ * l_;
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let m = m_ * m_ * m_;
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let s = s_ * s_ * s_;
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return vec4<f32>(
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4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
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-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
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-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
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color.a
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);
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}
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fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
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let alpha = above.a + below.a * (1.0 - above.a);
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let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
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return vec4<f32>(color, alpha);
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}
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// A standard gaussian function, used for weighting samples
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fn gaussian(x: f32, sigma: f32) -> f32{
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return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
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}
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// This approximates the error function, needed for the gaussian integral
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fn erf(v: vec2<f32>) -> vec2<f32> {
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let s = sign(v);
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let a = abs(v);
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let r1 = 1.0 + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
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let r2 = r1 * r1;
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return s - s / (r2 * r2);
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}
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fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 {
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let delta = min(half_size.y - corner - abs(y), 0.0);
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let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
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let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma));
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return integral.y - integral.x;
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}
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fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
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if (point.x < 0.0) {
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if (point.y < 0.0) {
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return radii.top_left;
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} else {
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return radii.bottom_left;
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}
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} else {
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if (point.y < 0.0) {
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return radii.top_right;
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} else {
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return radii.bottom_right;
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}
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}
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}
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fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
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let half_size = bounds.size / 2.0;
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let center = bounds.origin + half_size;
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let center_to_point = point - center;
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let corner_radius = pick_corner_radius(center_to_point, corner_radii);
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let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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return length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
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min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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}
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// Abstract away the final color transformation based on the
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// target alpha compositing mode.
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fn blend_color(color: vec4<f32>, alpha_factor: f32) -> vec4<f32> {
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let alpha = color.a * alpha_factor;
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let multiplier = select(1.0, alpha, globals.premultiplied_alpha != 0u);
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return vec4<f32>(color.rgb * multiplier, alpha);
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}
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struct GradientColor {
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solid: vec4<f32>,
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color0: vec4<f32>,
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color1: vec4<f32>,
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}
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fn prepare_gradient_color(tag: u32, color_space: u32,
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solid: Hsla, colors: array<LinearColorStop, 2>) -> GradientColor {
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var result = GradientColor();
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if (tag == 0u || tag == 2u) {
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result.solid = hsla_to_rgba(solid);
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} else if (tag == 1u) {
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// The hsla_to_rgba is returns a linear sRGB color
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result.color0 = hsla_to_rgba(colors[0].color);
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result.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 == 0u) {
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// sRGB
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result.color0 = linear_to_srgba(result.color0);
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result.color1 = linear_to_srgba(result.color1);
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} else if (color_space == 1u) {
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// Oklab
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result.color0 = linear_srgb_to_oklab(result.color0);
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result.color1 = linear_srgb_to_oklab(result.color1);
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}
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}
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return result;
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}
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fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds,
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sold_color: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>) -> vec4<f32> {
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var background_color = vec4<f32>(0.0);
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switch (background.tag) {
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default: {
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return sold_color;
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}
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case 1u: {
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// Linear gradient background.
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// -90 degrees to match the CSS gradient angle.
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let radians = (background.angle % 360.0 - 90.0) * M_PI_F / 180.0;
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var direction = vec2<f32>(cos(radians), sin(radians));
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let stop0_percentage = background.colors[0].percentage;
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let stop1_percentage = background.colors[1].percentage;
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// Expand the short side to be the same as the long side
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if (bounds.size.x > bounds.size.y) {
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direction.y *= bounds.size.y / bounds.size.x;
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} else {
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direction.x *= bounds.size.x / bounds.size.y;
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}
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// Get the t value for the linear gradient with the color stop percentages.
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let half_size = bounds.size / 2.0;
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let center = bounds.origin + half_size;
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let center_to_point = position - center;
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var t = dot(center_to_point, direction) / length(direction);
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// Check the direct to determine the use x or y
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if (abs(direction.x) > abs(direction.y)) {
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t = (t + half_size.x) / bounds.size.x;
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} else {
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t = (t + half_size.y) / bounds.size.y;
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}
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// Adjust t based on the stop percentages
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t = (t - stop0_percentage) / (stop1_percentage - stop0_percentage);
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t = clamp(t, 0.0, 1.0);
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switch (background.color_space) {
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default: {
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background_color = srgba_to_linear(mix(color0, color1, t));
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}
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case 1u: {
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let oklab_color = mix(color0, color1, t);
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background_color = oklab_to_linear_srgb(oklab_color);
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}
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}
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}
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case 2u: {
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// Slash pattern
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let base_pattern_size = bounds.size.y / 5.0;
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let width = base_pattern_size * 0.5;
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let slash_spacing = 0.89;
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let radians = M_PI_F / 4.0;
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let rotation = mat2x2<f32>(
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cos(radians), -sin(radians),
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sin(radians), cos(radians)
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);
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let relative_position = position - bounds.origin;
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let rotated_point = rotation * relative_position;
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let pattern = (rotated_point.x / slash_spacing) % (base_pattern_size * 2.0);
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let distance = min(pattern, base_pattern_size * 2.0 - pattern) - width;
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background_color = sold_color;
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background_color.a *= saturate(0.5 - distance);
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}
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case 3u: {
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// Dash pattern
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let dash_width = 8.0;
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let gap_width = 8.0;
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let pattern_width = dash_width + gap_width;
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let relative_position = position - bounds.origin;
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// Use a dot product to select x or y based on orientation
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let orientation_vector = vec2<f32>(1.0 - f32(background.angle != 0.0), f32(background.angle != 0.0));
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let pattern_position = fmod(dot(relative_position, orientation_vector), pattern_width);
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let distance = pattern_position - dash_width;
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background_color = sold_color;
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background_color.a *= step(-distance, 0.0);
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}
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}
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return background_color;
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}
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// --- quads --- //
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struct Quad {
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order: u32,
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pad: u32,
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bounds: Bounds,
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content_mask: Bounds,
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background: Background,
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border_color: Hsla,
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corner_radii: Corners,
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border_widths: Edges,
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}
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var<storage, read> b_quads: array<Quad>;
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struct QuadVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) @interpolate(flat) border_color: vec4<f32>,
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@location(1) @interpolate(flat) quad_id: u32,
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// TODO: use `clip_distance` once Naga supports it
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@location(2) clip_distances: vec4<f32>,
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@location(3) @interpolate(flat) background_solid: vec4<f32>,
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@location(4) @interpolate(flat) background_color0: vec4<f32>,
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@location(5) @interpolate(flat) background_color1: vec4<f32>,
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}
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@vertex
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fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying {
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let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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let quad = b_quads[instance_id];
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var out = QuadVarying();
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out.position = to_device_position(unit_vertex, quad.bounds);
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let gradient = prepare_gradient_color(
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quad.background.tag,
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|
quad.background.color_space,
|
|
quad.background.solid,
|
|
quad.background.colors
|
|
);
|
|
out.background_solid = gradient.solid;
|
|
out.background_color0 = gradient.color0;
|
|
out.background_color1 = gradient.color1;
|
|
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_quad(input: QuadVarying) -> @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 quad = b_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;
|
|
|
|
let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
|
|
input.background_solid, input.background_color0, input.background_color1);
|
|
|
|
// Fast path when the quad is not rounded and doesn't have any border.
|
|
if (quad.corner_radii.top_left == 0.0 && quad.corner_radii.bottom_left == 0.0 &&
|
|
quad.corner_radii.top_right == 0.0 &&
|
|
quad.corner_radii.bottom_right == 0.0 && quad.border_widths.top == 0.0 &&
|
|
quad.border_widths.left == 0.0 && quad.border_widths.right == 0.0 &&
|
|
quad.border_widths.bottom == 0.0) {
|
|
return blend_color(background_color, 1.0);
|
|
}
|
|
|
|
let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
|
let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
|
|
let distance =
|
|
length(max(vec2<f32>(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<f32>(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 = 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(background_color, input.border_color);
|
|
color = mix(blended_border, background_color,
|
|
saturate(0.5 - inset_distance));
|
|
}
|
|
|
|
return blend_color(color, saturate(0.5 - distance));
|
|
}
|
|
|
|
// --- shadows --- //
|
|
|
|
struct Shadow {
|
|
order: u32,
|
|
blur_radius: f32,
|
|
bounds: Bounds,
|
|
corner_radii: Corners,
|
|
content_mask: Bounds,
|
|
color: Hsla,
|
|
}
|
|
var<storage, read> b_shadows: array<Shadow>;
|
|
|
|
struct ShadowVarying {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) @interpolate(flat) color: vec4<f32>,
|
|
@location(1) @interpolate(flat) shadow_id: u32,
|
|
//TODO: use `clip_distance` once Naga supports it
|
|
@location(3) clip_distances: vec4<f32>,
|
|
}
|
|
|
|
@vertex
|
|
fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> ShadowVarying {
|
|
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
|
var shadow = b_shadows[instance_id];
|
|
|
|
let margin = 3.0 * shadow.blur_radius;
|
|
// Set the bounds of the shadow and adjust its size based on the shadow's
|
|
// spread radius to achieve the spreading effect
|
|
shadow.bounds.origin -= vec2<f32>(margin);
|
|
shadow.bounds.size += 2.0 * vec2<f32>(margin);
|
|
|
|
var out = ShadowVarying();
|
|
out.position = to_device_position(unit_vertex, shadow.bounds);
|
|
out.color = hsla_to_rgba(shadow.color);
|
|
out.shadow_id = instance_id;
|
|
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_shadow(input: ShadowVarying) -> @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 shadow = b_shadows[input.shadow_id];
|
|
let half_size = shadow.bounds.size / 2.0;
|
|
let center = shadow.bounds.origin + half_size;
|
|
let center_to_point = input.position.xy - center;
|
|
|
|
let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
|
|
|
|
// The signal is only non-zero in a limited range, so don't waste samples
|
|
let low = center_to_point.y - half_size.y;
|
|
let high = center_to_point.y + half_size.y;
|
|
let start = clamp(-3.0 * shadow.blur_radius, low, high);
|
|
let end = clamp(3.0 * shadow.blur_radius, low, high);
|
|
|
|
// Accumulate samples (we can get away with surprisingly few samples)
|
|
let step = (end - start) / 4.0;
|
|
var y = start + step * 0.5;
|
|
var alpha = 0.0;
|
|
for (var i = 0; i < 4; i += 1) {
|
|
let blur = blur_along_x(center_to_point.x, center_to_point.y - y,
|
|
shadow.blur_radius, corner_radius, half_size);
|
|
alpha += blur * gaussian(y, shadow.blur_radius) * step;
|
|
y += step;
|
|
}
|
|
|
|
return blend_color(input.color, alpha);
|
|
}
|
|
|
|
// --- path rasterization --- //
|
|
|
|
struct PathVertex {
|
|
xy_position: vec2<f32>,
|
|
st_position: vec2<f32>,
|
|
content_mask: Bounds,
|
|
}
|
|
var<storage, read> b_path_vertices: array<PathVertex>;
|
|
|
|
struct PathRasterizationVarying {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) st_position: vec2<f32>,
|
|
//TODO: use `clip_distance` once Naga supports it
|
|
@location(3) clip_distances: vec4<f32>,
|
|
}
|
|
|
|
@vertex
|
|
fn vs_path_rasterization(@builtin(vertex_index) vertex_id: u32) -> PathRasterizationVarying {
|
|
let v = b_path_vertices[vertex_id];
|
|
|
|
var out = PathRasterizationVarying();
|
|
out.position = to_device_position_impl(v.xy_position);
|
|
out.st_position = v.st_position;
|
|
out.clip_distances = distance_from_clip_rect_impl(v.xy_position, v.content_mask);
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_path_rasterization(input: PathRasterizationVarying) -> @location(0) f32 {
|
|
let dx = dpdx(input.st_position);
|
|
let dy = dpdy(input.st_position);
|
|
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
|
return 0.0;
|
|
}
|
|
|
|
let gradient = 2.0 * input.st_position.xx * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
|
|
let f = input.st_position.x * input.st_position.x - input.st_position.y;
|
|
let distance = f / length(gradient);
|
|
return saturate(0.5 - distance);
|
|
}
|
|
|
|
// --- paths --- //
|
|
|
|
struct PathSprite {
|
|
bounds: Bounds,
|
|
color: Background,
|
|
tile: AtlasTile,
|
|
}
|
|
var<storage, read> b_path_sprites: array<PathSprite>;
|
|
|
|
struct PathVarying {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) tile_position: vec2<f32>,
|
|
@location(1) @interpolate(flat) instance_id: u32,
|
|
@location(2) @interpolate(flat) color_solid: vec4<f32>,
|
|
@location(3) @interpolate(flat) color0: vec4<f32>,
|
|
@location(4) @interpolate(flat) color1: vec4<f32>,
|
|
}
|
|
|
|
@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 sprite = b_path_sprites[instance_id];
|
|
// Don't apply content mask because it was already accounted for when rasterizing the path.
|
|
|
|
var out = PathVarying();
|
|
out.position = to_device_position(unit_vertex, sprite.bounds);
|
|
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
|
out.instance_id = instance_id;
|
|
|
|
let gradient = prepare_gradient_color(
|
|
sprite.color.tag,
|
|
sprite.color.color_space,
|
|
sprite.color.solid,
|
|
sprite.color.colors
|
|
);
|
|
out.color_solid = gradient.solid;
|
|
out.color0 = gradient.color0;
|
|
out.color1 = gradient.color1;
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
|
|
let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
|
|
let mask = 1.0 - abs(1.0 - sample % 2.0);
|
|
let sprite = b_path_sprites[input.instance_id];
|
|
let background = sprite.color;
|
|
let color = gradient_color(background, input.position.xy, sprite.bounds,
|
|
input.color_solid, input.color0, input.color1);
|
|
return blend_color(color, mask);
|
|
}
|
|
|
|
// --- underlines --- //
|
|
|
|
struct Underline {
|
|
order: u32,
|
|
pad: 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 & 0xFFu) == 0u)
|
|
{
|
|
return blend_color(input.color, input.color.a);
|
|
}
|
|
|
|
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 / 3.0;
|
|
let amplitude = 1.0 / (4.0 * 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 blend_color(input.color, alpha * input.color.a);
|
|
}
|
|
|
|
// --- monochrome sprites --- //
|
|
|
|
struct MonochromeSprite {
|
|
order: u32,
|
|
pad: u32,
|
|
bounds: Bounds,
|
|
content_mask: Bounds,
|
|
color: Hsla,
|
|
tile: AtlasTile,
|
|
transformation: TransformationMatrix,
|
|
}
|
|
var<storage, read> b_mono_sprites: array<MonochromeSprite>;
|
|
|
|
struct MonoSpriteVarying {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) tile_position: vec2<f32>,
|
|
@location(1) @interpolate(flat) color: vec4<f32>,
|
|
@location(3) clip_distances: vec4<f32>,
|
|
}
|
|
|
|
@vertex
|
|
fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> MonoSpriteVarying {
|
|
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
|
let sprite = b_mono_sprites[instance_id];
|
|
|
|
var out = MonoSpriteVarying();
|
|
out.position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
|
|
|
|
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
|
out.color = hsla_to_rgba(sprite.color);
|
|
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
|
|
let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
|
|
// Alpha clip after using the derivatives.
|
|
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
|
return vec4<f32>(0.0);
|
|
}
|
|
return blend_color(input.color, sample);
|
|
}
|
|
|
|
// --- polychrome sprites --- //
|
|
|
|
struct PolychromeSprite {
|
|
order: u32,
|
|
pad: u32,
|
|
grayscale: u32,
|
|
opacity: f32,
|
|
bounds: Bounds,
|
|
content_mask: Bounds,
|
|
corner_radii: Corners,
|
|
tile: AtlasTile,
|
|
}
|
|
var<storage, read> b_poly_sprites: array<PolychromeSprite>;
|
|
|
|
struct PolySpriteVarying {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) tile_position: vec2<f32>,
|
|
@location(1) @interpolate(flat) sprite_id: u32,
|
|
@location(3) clip_distances: vec4<f32>,
|
|
}
|
|
|
|
@vertex
|
|
fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PolySpriteVarying {
|
|
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
|
let sprite = b_poly_sprites[instance_id];
|
|
|
|
var out = PolySpriteVarying();
|
|
out.position = to_device_position(unit_vertex, sprite.bounds);
|
|
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
|
out.sprite_id = instance_id;
|
|
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
|
|
let sample = textureSample(t_sprite, s_sprite, input.tile_position);
|
|
// Alpha clip after using the derivatives.
|
|
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
|
return vec4<f32>(0.0);
|
|
}
|
|
|
|
let sprite = b_poly_sprites[input.sprite_id];
|
|
let distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
|
|
|
|
var color = sample;
|
|
if ((sprite.grayscale & 0xFFu) != 0u) {
|
|
let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
|
|
color = vec4<f32>(vec3<f32>(grayscale), sample.a);
|
|
}
|
|
return blend_color(color, sprite.opacity * saturate(0.5 - distance));
|
|
}
|
|
|
|
// --- surfaces --- //
|
|
|
|
struct SurfaceParams {
|
|
bounds: Bounds,
|
|
content_mask: Bounds,
|
|
}
|
|
|
|
var<uniform> surface_locals: SurfaceParams;
|
|
var t_y: texture_2d<f32>;
|
|
var t_cb_cr: texture_2d<f32>;
|
|
var s_surface: sampler;
|
|
|
|
const ycbcr_to_RGB = mat4x4<f32>(
|
|
vec4<f32>( 1.0000f, 1.0000f, 1.0000f, 0.0),
|
|
vec4<f32>( 0.0000f, -0.3441f, 1.7720f, 0.0),
|
|
vec4<f32>( 1.4020f, -0.7141f, 0.0000f, 0.0),
|
|
vec4<f32>(-0.7010f, 0.5291f, -0.8860f, 1.0),
|
|
);
|
|
|
|
struct SurfaceVarying {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) texture_position: vec2<f32>,
|
|
@location(3) clip_distances: vec4<f32>,
|
|
}
|
|
|
|
@vertex
|
|
fn vs_surface(@builtin(vertex_index) vertex_id: u32) -> SurfaceVarying {
|
|
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
|
|
|
var out = SurfaceVarying();
|
|
out.position = to_device_position(unit_vertex, surface_locals.bounds);
|
|
out.texture_position = unit_vertex;
|
|
out.clip_distances = distance_from_clip_rect(unit_vertex, surface_locals.bounds, surface_locals.content_mask);
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_surface(input: SurfaceVarying) -> @location(0) vec4<f32> {
|
|
// Alpha clip after using the derivatives.
|
|
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
|
return vec4<f32>(0.0);
|
|
}
|
|
|
|
let y_cb_cr = vec4<f32>(
|
|
textureSampleLevel(t_y, s_surface, input.texture_position, 0.0).r,
|
|
textureSampleLevel(t_cb_cr, s_surface, input.texture_position, 0.0).rg,
|
|
1.0);
|
|
|
|
return ycbcr_to_RGB * y_cb_cr;
|
|
}
|