diff options
Diffstat (limited to 'wgpu/src/shader')
-rw-r--r-- | wgpu/src/shader/quad.wgsl | 18 | ||||
-rw-r--r-- | wgpu/src/shader/quad/solid.wgsl | 34 |
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; + } } |