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-rw-r--r--wgpu/src/shader/quad/solid.wgsl99
1 files changed, 99 insertions, 0 deletions
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
new file mode 100644
index 00000000..ebd6d877
--- /dev/null
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -0,0 +1,99 @@
+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);
+}