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| author | 2021-07-22 12:37:39 -0500 | |
|---|---|---|
| committer | 2021-07-22 12:37:39 -0500 | |
| commit | e822f654e44d2d7375b7fda966bb772055f377d4 (patch) | |
| tree | 8707561f1bb09c9e58cc9d9884bfb16d956f9f65 /wgpu/src/shader/quad | |
| parent | 1c06920158e1a47977b2762bf8b34e56fd1a935a (diff) | |
| parent | dc0b96ce407283f2ffd9add5ad339f89097555d3 (diff) | |
| download | iced-e822f654e44d2d7375b7fda966bb772055f377d4.tar.gz iced-e822f654e44d2d7375b7fda966bb772055f377d4.tar.bz2 iced-e822f654e44d2d7375b7fda966bb772055f377d4.zip | |
Merge branch 'master' of https://github.com/hecrj/iced into wgpu_outdatedframe
Diffstat (limited to '')
| -rw-r--r-- | wgpu/src/shader/quad.frag | 66 | ||||
| -rw-r--r-- | wgpu/src/shader/quad.frag.spv | bin | 4212 -> 0 bytes | |||
| -rw-r--r-- | wgpu/src/shader/quad.vert | 47 | ||||
| -rw-r--r-- | wgpu/src/shader/quad.vert.spv | bin | 3604 -> 0 bytes | |||
| -rw-r--r-- | wgpu/src/shader/quad.wgsl | 122 |
5 files changed, 122 insertions, 113 deletions
diff --git a/wgpu/src/shader/quad.frag b/wgpu/src/shader/quad.frag deleted file mode 100644 index ad1af1ad..00000000 --- a/wgpu/src/shader/quad.frag +++ /dev/null @@ -1,66 +0,0 @@ -#version 450 - -layout(location = 0) in vec4 v_Color; -layout(location = 1) in vec4 v_BorderColor; -layout(location = 2) in vec2 v_Pos; -layout(location = 3) in vec2 v_Scale; -layout(location = 4) in float v_BorderRadius; -layout(location = 5) in float v_BorderWidth; - -layout(location = 0) out vec4 o_Color; - -float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius) -{ - // TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN - vec2 inner_size = size - vec2(radius, radius) * 2.0; - vec2 top_left = position + vec2(radius, radius); - vec2 bottom_right = top_left + inner_size; - - vec2 top_left_distance = top_left - frag_coord; - vec2 bottom_right_distance = frag_coord - bottom_right; - - vec2 distance = vec2( - max(max(top_left_distance.x, bottom_right_distance.x), 0), - max(max(top_left_distance.y, bottom_right_distance.y), 0) - ); - - return sqrt(distance.x * distance.x + distance.y * distance.y); -} - -void main() { - vec4 mixed_color; - - // TODO: Remove branching (?) - if(v_BorderWidth > 0) { - float internal_border = max(v_BorderRadius - v_BorderWidth, 0); - - float internal_distance = distance( - gl_FragCoord.xy, - v_Pos + vec2(v_BorderWidth), - v_Scale - vec2(v_BorderWidth * 2.0), - internal_border - ); - - float border_mix = smoothstep( - max(internal_border - 0.5, 0.0), - internal_border + 0.5, - internal_distance - ); - - mixed_color = mix(v_Color, v_BorderColor, border_mix); - } else { - mixed_color = v_Color; - } - - float d = distance( - gl_FragCoord.xy, - v_Pos, - v_Scale, - v_BorderRadius - ); - - float radius_alpha = - 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d); - - o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); -} diff --git a/wgpu/src/shader/quad.frag.spv b/wgpu/src/shader/quad.frag.spv Binary files differdeleted file mode 100644 index 519f5f01..00000000 --- a/wgpu/src/shader/quad.frag.spv +++ /dev/null diff --git a/wgpu/src/shader/quad.vert b/wgpu/src/shader/quad.vert deleted file mode 100644 index 09a278b1..00000000 --- a/wgpu/src/shader/quad.vert +++ /dev/null @@ -1,47 +0,0 @@ -#version 450 - -layout(location = 0) in vec2 v_Pos; -layout(location = 1) in vec2 i_Pos; -layout(location = 2) in vec2 i_Scale; -layout(location = 3) in vec4 i_Color; -layout(location = 4) in vec4 i_BorderColor; -layout(location = 5) in float i_BorderRadius; -layout(location = 6) in float i_BorderWidth; - -layout (set = 0, binding = 0) uniform Globals { - mat4 u_Transform; - float u_Scale; -}; - -layout(location = 0) out vec4 o_Color; -layout(location = 1) out vec4 o_BorderColor; -layout(location = 2) out vec2 o_Pos; -layout(location = 3) out vec2 o_Scale; -layout(location = 4) out float o_BorderRadius; -layout(location = 5) out float o_BorderWidth; - -void main() { - vec2 p_Pos = i_Pos * u_Scale; - vec2 p_Scale = i_Scale * u_Scale; - - float i_BorderRadius = min( - i_BorderRadius, - min(i_Scale.x, i_Scale.y) / 2.0 - ); - - mat4 i_Transform = mat4( - vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0), - vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0) - ); - - o_Color = i_Color; - o_BorderColor = i_BorderColor; - o_Pos = p_Pos; - o_Scale = p_Scale; - o_BorderRadius = i_BorderRadius * u_Scale; - o_BorderWidth = i_BorderWidth * u_Scale; - - gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0); -} diff --git a/wgpu/src/shader/quad.vert.spv b/wgpu/src/shader/quad.vert.spv Binary files differdeleted file mode 100644 index fa71ba1e..00000000 --- a/wgpu/src/shader/quad.vert.spv +++ /dev/null diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl new file mode 100644 index 00000000..80d733ab --- /dev/null +++ b/wgpu/src/shader/quad.wgsl @@ -0,0 +1,122 @@ +[[block]] +struct Globals { + transform: mat4x4<f32>; + scale: f32; +}; + +[[group(0), binding(0)]] var<uniform> globals: Globals; + +struct VertexInput { + [[location(0)]] v_pos: vec2<f32>; + [[location(1)]] pos: vec2<f32>; + [[location(2)]] scale: vec2<f32>; + [[location(3)]] color: vec4<f32>; + [[location(4)]] border_color: vec4<f32>; + [[location(5)]] border_radius: f32; + [[location(6)]] border_width: f32; +}; + +struct VertexOutput { + [[builtin(position)]] position: vec4<f32>; + [[location(0)]] color: vec4<f32>; + [[location(1)]] border_color: vec4<f32>; + [[location(2)]] pos: vec2<f32>; + [[location(3)]] scale: vec2<f32>; + [[location(4)]] border_radius: f32; + [[location(5)]] border_width: f32; +}; + +[[stage(vertex)]] +fn vs_main(input: VertexInput) -> VertexOutput { + var out: VertexOutput; + + var pos: vec2<f32> = input.pos * globals.scale; + var scale: vec2<f32> = input.scale * globals.scale; + + var border_radius: f32 = min( + input.border_radius, + min(input.scale.x, input.scale.y) / 2.0 + ); + + var transform: mat4x4<f32> = mat4x4<f32>( + vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0), + vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0), + vec4<f32>(0.0, 0.0, 1.0, 0.0), + vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0) + ); + + out.color = input.color; + out.border_color = input.border_color; + out.pos = pos; + out.scale = scale; + out.border_radius = border_radius * globals.scale; + out.border_width = input.border_width * globals.scale; + out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); + + return out; +} + +fn distance_alg( + frag_coord: vec2<f32>, + position: vec2<f32>, + size: vec2<f32>, + radius: f32 +) -> f32 { + var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 2.0; + var top_left: vec2<f32> = position + vec2<f32>(radius, radius); + var bottom_right: vec2<f32> = top_left + inner_size; + + var top_left_distance: vec2<f32> = top_left - frag_coord; + var bottom_right_distance: vec2<f32> = frag_coord - bottom_right; + + var dist: vec2<f32> = vec2<f32>( + max(max(top_left_distance.x, bottom_right_distance.x), 0.0), + max(max(top_left_distance.y, bottom_right_distance.y), 0.0) + ); + + return sqrt(dist.x * dist.x + dist.y * dist.y); +} + + +[[stage(fragment)]] +fn fs_main( + input: VertexOutput +) -> [[location(0)]] vec4<f32> { + var mixed_color: vec4<f32> = input.color; + + if (input.border_width > 0.0) { + var internal_border: f32 = max( + input.border_radius - input.border_width, + 0.0 + ); + + var internal_distance: f32 = distance_alg( + vec2<f32>(input.position.x, input.position.y), + input.pos + vec2<f32>(input.border_width, input.border_width), + input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0), + internal_border + ); + + var border_mix: f32 = smoothStep( + max(internal_border - 0.5, 0.0), + internal_border + 0.5, + internal_distance + ); + + mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix)); + } + + var dist: f32 = distance_alg( + vec2<f32>(input.position.x, input.position.y), + input.pos, + input.scale, + input.border_radius + ); + + var radius_alpha: f32 = 1.0 - smoothStep( + max(input.border_radius - 0.5, 0.0), + input.border_radius + 0.5, + dist); + + return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); +} |
