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-rw-r--r--wgpu/src/shader/quad/solid.wgsl36
1 files changed, 31 insertions, 5 deletions
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
index f84dd7ab..cb4a3816 100644
--- a/wgpu/src/shader/quad/solid.wgsl
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -6,6 +6,9 @@ struct SolidVertexInput {
@location(3) border_color: vec4<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
+ @location(6) shadow_color: vec4<f32>,
+ @location(7) shadow_offset: vec2<f32>,
+ @location(8) shadow_blur_radius: f32,
}
struct SolidVertexOutput {
@@ -16,14 +19,19 @@ struct SolidVertexOutput {
@location(3) scale: vec2<f32>,
@location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
+ @location(6) shadow_color: vec4<f32>,
+ @location(7) shadow_offset: vec2<f32>,
+ @location(8) shadow_blur_radius: 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 pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale;
+ var quad_pos: vec2<f32> = input.pos * globals.scale;
+ var scale: vec2<f32> = (input.scale + vec2<f32>(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale;
+ var quad_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>(
@@ -43,10 +51,13 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
- out.pos = pos;
- out.scale = scale;
+ out.pos = quad_pos;
+ out.scale = quad_scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
+ out.shadow_color = input.shadow_color;
+ out.shadow_offset = input.shadow_offset * globals.scale;
+ out.shadow_blur_radius = input.shadow_blur_radius * globals.scale;
return out;
}
@@ -95,5 +106,20 @@ fn solid_fs_main(
dist
);
- return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+ let quad_color = vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+
+ if input.shadow_color.a > 0.0 {
+ let shadow_distance = rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, border_radius);
+ let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
+ let shadow_color = input.shadow_color;
+ let base_color = select(
+ vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0),
+ quad_color,
+ quad_color.a > 0.0
+ );
+
+ return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha);
+ } else {
+ return quad_color;
+ }
}