diff options
Diffstat (limited to 'wgpu/src/shader')
-rw-r--r-- | wgpu/src/shader/quad.frag | 37 | ||||
-rw-r--r-- | wgpu/src/shader/quad.frag.spv | bin | 0 -> 3196 bytes | |||
-rw-r--r-- | wgpu/src/shader/quad.vert | 32 | ||||
-rw-r--r-- | wgpu/src/shader/quad.vert.spv | bin | 0 -> 2544 bytes |
4 files changed, 69 insertions, 0 deletions
diff --git a/wgpu/src/shader/quad.frag b/wgpu/src/shader/quad.frag new file mode 100644 index 00000000..987744db --- /dev/null +++ b/wgpu/src/shader/quad.frag @@ -0,0 +1,37 @@ +#version 450 + +layout(location = 0) in vec4 v_Color; +layout(location = 1) in vec2 v_Pos; +layout(location = 2) in vec2 v_Scale; +layout(location = 3) in flat uint v_BorderRadius; + +layout(location = 0) out vec4 o_Color; + +float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, float s) +{ + vec2 inner_size = size - vec2(radius, radius) * 2.0; + vec2 top_left = position + vec2(radius, radius); + vec2 bottom_right = top_left + inner_size; + + vec2 top_left_distance = top_left - frag_coord; + vec2 bottom_right_distance = frag_coord - bottom_right; + + vec2 distance = vec2( + max(max(top_left_distance.x, bottom_right_distance.x), 0), + max(max(top_left_distance.y, bottom_right_distance.y), 0) + ); + + float d = sqrt(distance.x * distance.x + distance.y * distance.y); + + return 1.0 - smoothstep(radius - s, radius + s, d); +} + +void main() { + float radius_alpha = 1.0; + + if(v_BorderRadius > 0.0) { + radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 1.0); + } + + o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha); +} diff --git a/wgpu/src/shader/quad.frag.spv b/wgpu/src/shader/quad.frag.spv Binary files differnew file mode 100644 index 00000000..063287b3 --- /dev/null +++ b/wgpu/src/shader/quad.frag.spv diff --git a/wgpu/src/shader/quad.vert b/wgpu/src/shader/quad.vert new file mode 100644 index 00000000..b7c5cf3e --- /dev/null +++ b/wgpu/src/shader/quad.vert @@ -0,0 +1,32 @@ +#version 450 + +layout(location = 0) in vec2 v_Pos; +layout(location = 1) in vec2 i_Pos; +layout(location = 2) in vec2 i_Scale; +layout(location = 3) in vec4 i_Color; +layout(location = 4) in uint i_BorderRadius; + +layout (set = 0, binding = 0) uniform Globals { + mat4 u_Transform; +}; + +layout(location = 0) out vec4 o_Color; +layout(location = 1) out vec2 o_Pos; +layout(location = 2) out vec2 o_Scale; +layout(location = 3) out uint o_BorderRadius; + +void main() { + mat4 i_Transform = mat4( + vec4(i_Scale.x, 0.0, 0.0, 0.0), + vec4(0.0, i_Scale.y, 0.0, 0.0), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(i_Pos, 0.0, 1.0) + ); + + o_Color = i_Color; + o_Pos = i_Pos; + o_Scale = i_Scale; + o_BorderRadius = i_BorderRadius; + + gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0); +} diff --git a/wgpu/src/shader/quad.vert.spv b/wgpu/src/shader/quad.vert.spv Binary files differnew file mode 100644 index 00000000..f62a160c --- /dev/null +++ b/wgpu/src/shader/quad.vert.spv |