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-rw-r--r--wgpu/src/shader/quad.wgsl123
1 files changed, 123 insertions, 0 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
new file mode 100644
index 00000000..c67b45e3
--- /dev/null
+++ b/wgpu/src/shader/quad.wgsl
@@ -0,0 +1,123 @@
+[[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,
+ [[builtin(position)]] coord: vec4<f32>
+) -> [[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>(coord.x, coord.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>(coord.x, coord.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>(radius_alpha, radius_alpha, radius_alpha, radius_alpha);
+} \ No newline at end of file