diff options
Diffstat (limited to 'wgpu/src/shader/quad')
-rw-r--r-- | wgpu/src/shader/quad/solid.wgsl | 36 |
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; + } } |