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-rw-r--r--wgpu/src/shader/quad.wgsl306
1 files changed, 0 insertions, 306 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index fb402158..f919cfe2 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -37,309 +37,3 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
rx = select(rx, ry, position.y > center.y);
return rx;
}
-
-fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
- let rg: vec2<f32> = unpack2x16float(color.x);
- let ba: vec2<f32> = unpack2x16float(color.y);
-
- return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
-}
-
-struct SolidVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) color: vec4<f32>,
- @location(2) pos: vec2<f32>,
- @location(3) scale: vec2<f32>,
- @location(4) border_color: vec4<f32>,
- @location(5) border_radius: vec4<f32>,
- @location(6) border_width: f32,
-}
-
-struct SolidVertexOutput {
- @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: vec4<f32>,
- @location(5) border_width: f32,
-}
-
-@vertex
-fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
- var out: SolidVertexOutput;
-
- var pos: vec2<f32> = input.pos * globals.scale;
- var scale: vec2<f32> = input.scale * globals.scale;
-
- var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
- var border_radius: vec4<f32> = vec4<f32>(
- min(input.border_radius.x, min_border_radius),
- min(input.border_radius.y, min_border_radius),
- min(input.border_radius.z, min_border_radius),
- min(input.border_radius.w, min_border_radius)
- );
-
- 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.position = globals.transform * transform * vec4<f32>(input.v_pos, 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;
-
- return out;
-}
-
-@fragment
-fn solid_fs_main(
- input: SolidVertexOutput
-) -> @location(0) vec4<f32> {
- var mixed_color: vec4<f32> = input.color;
-
- var border_radius = select_border_radius(
- input.border_radius,
- input.position.xy,
- (input.pos + input.scale * 0.5).xy
- );
-
- if (input.border_width > 0.0) {
- var internal_border: f32 = max(border_radius - input.border_width, 0.0);
-
- var internal_distance: f32 = distance_alg(
- input.position.xy,
- 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,
- border_radius
- );
-
- var radius_alpha: f32 = 1.0 - smoothstep(
- max(border_radius - 0.5, 0.0),
- border_radius + 0.5,
- dist
- );
-
- return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
-}
-
-struct GradientVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) colors_1: vec4<u32>,
- @location(2) colors_2: vec4<u32>,
- @location(3) colors_3: vec4<u32>,
- @location(4) colors_4: vec4<u32>,
- @location(5) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
- @location(7) position_and_scale: vec4<f32>,
- @location(8) border_color: vec4<f32>,
- @location(9) border_radius: vec4<f32>,
- @location(10) border_width: f32,
-}
-
-struct GradientVertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(1) colors_1: vec4<u32>,
- @location(2) colors_2: vec4<u32>,
- @location(3) colors_3: vec4<u32>,
- @location(4) colors_4: vec4<u32>,
- @location(5) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
- @location(7) position_and_scale: vec4<f32>,
- @location(8) border_color: vec4<f32>,
- @location(9) border_radius: vec4<f32>,
- @location(10) border_width: f32,
-}
-
-@vertex
-fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
- var out: GradientVertexOutput;
-
- var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
- var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
-
- var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
- var border_radius: vec4<f32> = vec4<f32>(
- min(input.border_radius.x, min_border_radius),
- min(input.border_radius.y, min_border_radius),
- min(input.border_radius.z, min_border_radius),
- min(input.border_radius.w, min_border_radius)
- );
-
- 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.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
- out.colors_1 = input.colors_1;
- out.colors_2 = input.colors_2;
- out.colors_3 = input.colors_3;
- out.colors_4 = input.colors_4;
- out.offsets = input.offsets;
- out.direction = input.direction * globals.scale;
- out.position_and_scale = vec4<f32>(pos, scale);
- out.border_color = input.border_color;
- out.border_radius = border_radius * globals.scale;
- out.border_width = input.border_width * globals.scale;
-
- return out;
-}
-
-fn random(coords: vec2<f32>) -> f32 {
- return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
-}
-
-/// Returns the current interpolated color with a max 8-stop gradient
-fn gradient(
- raw_position: vec2<f32>,
- direction: vec4<f32>,
- colors: array<vec4<f32>, 8>,
- offsets: array<f32, 8>,
- last_index: i32
-) -> vec4<f32> {
- let start = direction.xy;
- let end = direction.zw;
-
- let v1 = end - start;
- let v2 = raw_position - start;
- let unit = normalize(v1);
- let coord_offset = dot(unit, v2) / length(v1);
-
- //need to store these as a var to use dynamic indexing in a loop
- //this is already added to wgsl spec but not in wgpu yet
- var colors_arr = colors;
- var offsets_arr = offsets;
-
- var color: vec4<f32>;
-
- let noise_granularity: f32 = 0.3/255.0;
-
- for (var i: i32 = 0; i < last_index; i++) {
- let curr_offset = offsets_arr[i];
- let next_offset = offsets_arr[i+1];
-
- if (coord_offset <= offsets_arr[0]) {
- color = colors_arr[0];
- }
-
- if (curr_offset <= coord_offset && coord_offset <= next_offset) {
- color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
- curr_offset,
- next_offset,
- coord_offset,
- ));
- }
-
- if (coord_offset >= offsets_arr[last_index]) {
- color = colors_arr[last_index];
- }
- }
-
- return color + mix(-noise_granularity, noise_granularity, random(raw_position));
-}
-
-@fragment
-fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
- let colors = array<vec4<f32>, 8>(
- unpack_u32(input.colors_1.xy),
- unpack_u32(input.colors_1.zw),
- unpack_u32(input.colors_2.xy),
- unpack_u32(input.colors_2.zw),
- unpack_u32(input.colors_3.xy),
- unpack_u32(input.colors_3.zw),
- unpack_u32(input.colors_4.xy),
- unpack_u32(input.colors_4.zw),
- );
-
- let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
- let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
-
- var offsets = array<f32, 8>(
- offsets_1.x,
- offsets_1.y,
- offsets_1.z,
- offsets_1.w,
- offsets_2.x,
- offsets_2.y,
- offsets_2.z,
- offsets_2.w,
- );
-
- //TODO could just pass this in to the shader but is probably more performant to just check it here
- var last_index = 7;
- for (var i: i32 = 0; i <= 7; i++) {
- if (offsets[i] > 1.0) {
- last_index = i - 1;
- break;
- }
- }
-
- var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
-
- let pos = input.position_and_scale.xy;
- let scale = input.position_and_scale.zw;
-
- var border_radius = select_border_radius(
- input.border_radius,
- input.position.xy,
- (pos + scale * 0.5).xy
- );
-
- if (input.border_width > 0.0) {
- var internal_border: f32 = max(border_radius - input.border_width, 0.0);
-
- var internal_distance: f32 = distance_alg(
- input.position.xy,
- pos + vec2<f32>(input.border_width, input.border_width),
- 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(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
- }
-
- var dist: f32 = distance_alg(
- input.position.xy,
- pos,
- scale,
- border_radius
- );
-
- var radius_alpha: f32 = 1.0 - smoothstep(
- max(border_radius - 0.5, 0.0),
- border_radius + 0.5,
- dist);
-
- return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
-}