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-rw-r--r--wgpu/src/shader/quad.wgsl18
-rw-r--r--wgpu/src/shader/quad/solid.wgsl34
2 files changed, 36 insertions, 16 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index f919cfe2..4de73362 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -11,19 +11,15 @@ fn distance_alg(
size: vec2<f32>,
radius: f32
) -> f32 {
- var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 2.0;
+ var inner_half_size: vec2<f32> = (size - vec2<f32>(radius, radius) * 2.0) / 2.0;
var top_left: vec2<f32> = position + vec2<f32>(radius, radius);
- var bottom_right: vec2<f32> = top_left + inner_size;
-
- var top_left_distance: vec2<f32> = top_left - frag_coord;
- var bottom_right_distance: vec2<f32> = frag_coord - bottom_right;
-
- var dist: vec2<f32> = vec2<f32>(
- max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
- max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
- );
+ return rounded_box_sdf(frag_coord - top_left - inner_half_size, inner_half_size, 0.0);
+}
- return sqrt(dist.x * dist.x + dist.y * dist.y);
+// Given a vector from a point to the center of a rounded rectangle of the given `size` and
+// border `radius`, determines the point's distance from the nearest edge of the rounded rectangle
+fn rounded_box_sdf(to_center: vec2<f32>, size: vec2<f32>, radius: f32) -> f32 {
+ return length(max(abs(to_center) - size + vec2<f32>(radius, radius), vec2<f32>(0.0, 0.0))) - radius;
}
// Based on the fragement position and the center of the quad, select one of the 4 radi.
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
index f84dd7ab..1274f814 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 +19,17 @@ 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 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 min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
@@ -43,10 +49,13 @@ 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 = input.pos * globals.scale;
+ out.scale = input.scale * globals.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 +104,20 @@ 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;
+ }
}