diff options
Diffstat (limited to 'wgpu/src/shader/quad/gradient.wgsl')
-rw-r--r-- | wgpu/src/shader/quad/gradient.wgsl | 205 |
1 files changed, 205 insertions, 0 deletions
diff --git a/wgpu/src/shader/quad/gradient.wgsl b/wgpu/src/shader/quad/gradient.wgsl new file mode 100644 index 00000000..0754e97f --- /dev/null +++ b/wgpu/src/shader/quad/gradient.wgsl @@ -0,0 +1,205 @@ +struct GradientVertexInput { + @location(0) v_pos: vec2<f32>, + @location(1) @interpolate(flat) colors_1: vec4<u32>, + @location(2) @interpolate(flat) colors_2: vec4<u32>, + @location(3) @interpolate(flat) colors_3: vec4<u32>, + @location(4) @interpolate(flat) colors_4: vec4<u32>, + @location(5) @interpolate(flat) 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) @interpolate(flat) colors_1: vec4<u32>, + @location(2) @interpolate(flat) colors_2: vec4<u32>, + @location(3) @interpolate(flat) colors_3: vec4<u32>, + @location(4) @interpolate(flat) colors_4: vec4<u32>, + @location(5) @interpolate(flat) 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) { + let from_ = colors_arr[i]; + let to_ = colors_arr[i+1]; + let factor = smoothstep(curr_offset, next_offset, coord_offset); + + color = interpolate_color(from_, to_, factor); + } + + 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); +} + +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); +} |