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-rw-r--r--wgpu/src/shader/gradient.wgsl88
-rw-r--r--wgpu/src/shader/quad.wgsl298
-rw-r--r--wgpu/src/shader/solid.wgsl30
-rw-r--r--wgpu/src/shader/triangle.wgsl168
4 files changed, 422 insertions, 162 deletions
diff --git a/wgpu/src/shader/gradient.wgsl b/wgpu/src/shader/gradient.wgsl
deleted file mode 100644
index 63825aec..00000000
--- a/wgpu/src/shader/gradient.wgsl
+++ /dev/null
@@ -1,88 +0,0 @@
-struct Uniforms {
- transform: mat4x4<f32>,
- //xy = start, wz = end
- position: vec4<f32>,
- //x = start stop, y = end stop, zw = padding
- stop_range: vec4<i32>,
-}
-
-struct Stop {
- color: vec4<f32>,
- offset: f32,
-};
-
-@group(0) @binding(0)
-var<uniform> uniforms: Uniforms;
-
-@group(0) @binding(1)
-var<storage, read> color_stops: array<Stop>;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) raw_position: vec2<f32>
-}
-
-@vertex
-fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
- var output: VertexOutput;
- output.position = uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
- output.raw_position = input;
-
- return output;
-}
-
-//TODO: rewrite without branching
-@fragment
-fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
- let start = uniforms.position.xy;
- let end = uniforms.position.zw;
- let start_stop = uniforms.stop_range.x;
- let end_stop = uniforms.stop_range.y;
-
- let v1 = end - start;
- let v2 = input.raw_position.xy - start;
- let unit = normalize(v1);
- let offset = dot(unit, v2) / length(v1);
-
- let min_stop = color_stops[start_stop];
- let max_stop = color_stops[end_stop];
-
- var color: vec4<f32>;
-
- if (offset <= min_stop.offset) {
- color = min_stop.color;
- } else if (offset >= max_stop.offset) {
- color = max_stop.color;
- } else {
- var min = min_stop;
- var max = max_stop;
- var min_index = start_stop;
- var max_index = end_stop;
-
- loop {
- if (min_index >= max_index - 1) {
- break;
- }
-
- let index = min_index + (max_index - min_index) / 2;
-
- let stop = color_stops[index];
-
- if (offset <= stop.offset) {
- max = stop;
- max_index = index;
- } else {
- min = stop;
- min_index = index;
- }
- }
-
- color = mix(min.color, max.color, smoothstep(
- min.offset,
- max.offset,
- offset
- ));
- }
-
- return color;
-}
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index cf4f7e4d..3232bdbe 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -5,17 +5,50 @@ struct Globals {
@group(0) @binding(0) var<uniform> globals: Globals;
-struct VertexInput {
+fn distance_alg(
+ frag_coord: vec2<f32>,
+ position: vec2<f32>,
+ size: vec2<f32>,
+ radius: f32
+) -> f32 {
+ var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 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 sqrt(dist.x * dist.x + dist.y * dist.y);
+}
+
+// Based on the fragement position and the center of the quad, select one of the 4 radi.
+// Order matches CSS border radius attribute:
+// radi.x = top-left, radi.y = top-right, radi.z = bottom-right, radi.w = bottom-left
+fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>) -> f32 {
+ var rx = radi.x;
+ var ry = radi.y;
+ rx = select(radi.x, radi.y, position.x > center.x);
+ ry = select(radi.w, radi.z, position.x > center.x);
+ rx = select(rx, ry, position.y > center.y);
+ return rx;
+}
+
+struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
- @location(1) pos: vec2<f32>,
- @location(2) scale: vec2<f32>,
- @location(3) color: vec4<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) pos: vec2<f32>,
+ @location(3) scale: vec2<f32>,
@location(4) border_color: vec4<f32>,
@location(5) border_radius: vec4<f32>,
@location(6) border_width: f32,
}
-struct VertexOutput {
+struct SolidVertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) border_color: vec4<f32>,
@@ -26,8 +59,8 @@ struct VertexOutput {
}
@vertex
-fn vs_main(input: VertexInput) -> VertexOutput {
- var out: VertexOutput;
+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;
@@ -47,54 +80,20 @@ fn vs_main(input: VertexInput) -> VertexOutput {
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
+ out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;
out.scale = scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
- out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
return out;
}
-fn distance_alg(
- frag_coord: vec2<f32>,
- position: vec2<f32>,
- size: vec2<f32>,
- radius: f32
-) -> f32 {
- var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 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 sqrt(dist.x * dist.x + dist.y * dist.y);
-}
-
-// Based on the fragement position and the center of the quad, select one of the 4 radi.
-// Order matches CSS border radius attribute:
-// radi.x = top-left, radi.y = top-right, radi.z = bottom-right, radi.w = bottom-left
-fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>) -> f32 {
- var rx = radi.x;
- var ry = radi.y;
- rx = select(radi.x, radi.y, position.x > center.x);
- ry = select(radi.w, radi.z, position.x > center.x);
- rx = select(rx, ry, position.y > center.y);
- return rx;
-}
-
-
@fragment
-fn fs_main(
- input: VertexOutput
+fn solid_fs_main(
+ input: SolidVertexOutput
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
@@ -138,3 +137,214 @@ fn fs_main(
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}
+
+struct GradientVertexInput {
+ @location(0) v_pos: vec2<f32>,
+ @location(1) color_1: vec4<f32>,
+ @location(2) color_2: vec4<f32>,
+ @location(3) color_3: vec4<f32>,
+ @location(4) color_4: vec4<f32>,
+ @location(5) color_5: vec4<f32>,
+ @location(6) color_6: vec4<f32>,
+ @location(7) color_7: vec4<f32>,
+ @location(8) color_8: vec4<f32>,
+ @location(9) offsets_1: vec4<f32>,
+ @location(10) offsets_2: vec4<f32>,
+ @location(11) direction: vec4<f32>,
+ @location(12) position_and_scale: vec4<f32>,
+ @location(13) border_color: vec4<f32>,
+ @location(14) border_radius: vec4<f32>,
+ @location(15) border_width: f32
+}
+
+struct GradientVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(1) color_1: vec4<f32>,
+ @location(2) color_2: vec4<f32>,
+ @location(3) color_3: vec4<f32>,
+ @location(4) color_4: vec4<f32>,
+ @location(5) color_5: vec4<f32>,
+ @location(6) color_6: vec4<f32>,
+ @location(7) color_7: vec4<f32>,
+ @location(8) color_8: vec4<f32>,
+ @location(9) offsets_1: vec4<f32>,
+ @location(10) offsets_2: vec4<f32>,
+ @location(11) direction: vec4<f32>,
+ @location(12) position_and_scale: vec4<f32>,
+ @location(13) border_color: vec4<f32>,
+ @location(14) border_radius: vec4<f32>,
+ @location(15) border_width: f32
+}
+
+@vertex
+fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
+ var out: GradientVertexOutput;
+
+ var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
+ var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
+
+ var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
+ var border_radius: vec4<f32> = vec4<f32>(
+ min(input.border_radius.x, min_border_radius),
+ min(input.border_radius.y, min_border_radius),
+ min(input.border_radius.z, min_border_radius),
+ min(input.border_radius.w, min_border_radius)
+ );
+
+ var transform: mat4x4<f32> = mat4x4<f32>(
+ vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
+ vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
+ vec4<f32>(0.0, 0.0, 1.0, 0.0),
+ vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
+ );
+
+ out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
+ out.color_1 = input.color_1;
+ out.color_2 = input.color_2;
+ out.color_3 = input.color_3;
+ out.color_4 = input.color_4;
+ out.color_5 = input.color_5;
+ out.color_6 = input.color_6;
+ out.color_7 = input.color_7;
+ out.color_8 = input.color_8;
+ out.offsets_1 = input.offsets_1;
+ out.offsets_2 = input.offsets_2;
+ out.direction = input.direction * globals.scale;
+ out.position_and_scale = vec4<f32>(pos, scale);
+ out.border_color = input.border_color;
+ out.border_radius = border_radius * globals.scale;
+ out.border_width = input.border_width * globals.scale;
+
+ return out;
+}
+
+fn random(coords: vec2<f32>) -> f32 {
+ return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
+}
+
+/// Returns the current interpolated color with a max 8-stop gradient
+fn gradient(
+ raw_position: vec2<f32>,
+ direction: vec4<f32>,
+ colors: array<vec4<f32>, 8>,
+ offsets: array<f32, 8>,
+ last_index: i32
+) -> vec4<f32> {
+ let start = direction.xy;
+ let end = direction.zw;
+
+ let v1 = end - start;
+ let v2 = raw_position - start;
+ let unit = normalize(v1);
+ let coord_offset = dot(unit, v2) / length(v1);
+
+ //need to store these as a var to use dynamic indexing in a loop
+ //this is already added to wgsl spec but not in wgpu yet
+ var colors_arr = colors;
+ var offsets_arr = offsets;
+
+ var color: vec4<f32>;
+
+ let noise_granularity: f32 = 0.3/255.0;
+
+ for (var i: i32 = 0; i < last_index; i++) {
+ let curr_offset = offsets_arr[i];
+ let next_offset = offsets_arr[i+1];
+
+ if (coord_offset <= offsets_arr[0]) {
+ color = colors_arr[0];
+ }
+
+ if (curr_offset <= coord_offset && coord_offset <= next_offset) {
+ color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
+ curr_offset,
+ next_offset,
+ coord_offset,
+ ));
+ }
+
+ if (coord_offset >= offsets_arr[last_index]) {
+ color = colors_arr[last_index];
+ }
+ }
+
+ return color + mix(-noise_granularity, noise_granularity, random(raw_position));
+}
+
+@fragment
+fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
+ let colors = array<vec4<f32>, 8>(
+ input.color_1,
+ input.color_2,
+ input.color_3,
+ input.color_4,
+ input.color_5,
+ input.color_6,
+ input.color_7,
+ input.color_8,
+ );
+
+ var offsets = array<f32, 8>(
+ input.offsets_1.x,
+ input.offsets_1.y,
+ input.offsets_1.z,
+ input.offsets_1.w,
+ input.offsets_2.x,
+ input.offsets_2.y,
+ input.offsets_2.z,
+ input.offsets_2.w,
+ );
+
+ //TODO could just pass this in to the shader but is probably more performant to just check it here
+ var last_index = 7;
+ for (var i: i32 = 0; i <= 7; i++) {
+ if (offsets[i] > 1.0) {
+ last_index = i - 1;
+ break;
+ }
+ }
+
+ var mixed_color: vec4<f32> = gradient(input.position.xy, input.direction, colors, offsets, last_index);
+
+ let pos = input.position_and_scale.xy;
+ let scale = input.position_and_scale.zw;
+
+ var border_radius = select_border_radius(
+ input.border_radius,
+ input.position.xy,
+ (pos + scale * 0.5).xy
+ );
+
+ if (input.border_width > 0.0) {
+ var internal_border: f32 = max(border_radius - input.border_width, 0.0);
+
+ var internal_distance: f32 = distance_alg(
+ input.position.xy,
+ pos + vec2<f32>(input.border_width, input.border_width),
+ scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
+ internal_border
+ );
+
+ var border_mix: f32 = smoothstep(
+ max(internal_border - 0.5, 0.0),
+ internal_border + 0.5,
+ internal_distance
+ );
+
+ mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
+ }
+
+ var dist: f32 = distance_alg(
+ input.position.xy,
+ pos,
+ scale,
+ border_radius
+ );
+
+ var radius_alpha: f32 = 1.0 - smoothstep(
+ max(border_radius - 0.5, 0.0),
+ border_radius + 0.5,
+ dist);
+
+ return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
+}
diff --git a/wgpu/src/shader/solid.wgsl b/wgpu/src/shader/solid.wgsl
deleted file mode 100644
index b24402f8..00000000
--- a/wgpu/src/shader/solid.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-struct Globals {
- transform: mat4x4<f32>,
-}
-
-@group(0) @binding(0) var<uniform> globals: Globals;
-
-struct VertexInput {
- @location(0) position: vec2<f32>,
- @location(1) color: vec4<f32>,
-}
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) color: vec4<f32>,
-}
-
-@vertex
-fn vs_main(input: VertexInput) -> VertexOutput {
- var out: VertexOutput;
-
- out.color = input.color;
- out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
-
- return out;
-}
-
-@fragment
-fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
- return input.color;
-}
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
new file mode 100644
index 00000000..625fa46e
--- /dev/null
+++ b/wgpu/src/shader/triangle.wgsl
@@ -0,0 +1,168 @@
+struct Globals {
+ transform: mat4x4<f32>,
+}
+
+@group(0) @binding(0) var<uniform> globals: Globals;
+
+struct SolidVertexInput {
+ @location(0) position: vec2<f32>,
+ @location(1) color: vec4<f32>,
+}
+
+struct SolidVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
+}
+
+@vertex
+fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
+ var out: SolidVertexOutput;
+
+ out.color = input.color;
+ out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
+
+ return out;
+}
+
+@fragment
+fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
+ return input.color;
+}
+
+struct GradientVertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) raw_position: vec2<f32>,
+ @location(1) color_1: vec4<f32>,
+ @location(2) color_2: vec4<f32>,
+ @location(3) color_3: vec4<f32>,
+ @location(4) color_4: vec4<f32>,
+ @location(5) color_5: vec4<f32>,
+ @location(6) color_6: vec4<f32>,
+ @location(7) color_7: vec4<f32>,
+ @location(8) color_8: vec4<f32>,
+ @location(9) offsets_1: vec4<f32>,
+ @location(10) offsets_2: vec4<f32>,
+ @location(11) direction: vec4<f32>,
+}
+
+@vertex
+fn gradient_vs_main(
+ @location(0) input: vec2<f32>,
+ @location(1) color_1: vec4<f32>,
+ @location(2) color_2: vec4<f32>,
+ @location(3) color_3: vec4<f32>,
+ @location(4) color_4: vec4<f32>,
+ @location(5) color_5: vec4<f32>,
+ @location(6) color_6: vec4<f32>,
+ @location(7) color_7: vec4<f32>,
+ @location(8) color_8: vec4<f32>,
+ @location(9) offsets_1: vec4<f32>,
+ @location(10) offsets_2: vec4<f32>,
+ @location(11) direction: vec4<f32>,
+) -> GradientVertexOutput {
+ var output: GradientVertexOutput;
+
+ output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
+ output.raw_position = input;
+ output.color_1 = color_1;
+ output.color_2 = color_2;
+ output.color_3 = color_3;
+ output.color_4 = color_4;
+ output.color_5 = color_5;
+ output.color_6 = color_6;
+ output.color_7 = color_7;
+ output.color_8 = color_8;
+ output.offsets_1 = offsets_1;
+ output.offsets_2 = offsets_2;
+ output.direction = direction;
+
+ return output;
+}
+
+fn random(coords: vec2<f32>) -> f32 {
+ return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
+}
+
+/// Returns the current interpolated color with a max 8-stop gradient
+fn gradient(
+ raw_position: vec2<f32>,
+ direction: vec4<f32>,
+ colors: array<vec4<f32>, 8>,
+ offsets: array<f32, 8>,
+ last_index: i32
+) -> vec4<f32> {
+ let start = direction.xy;
+ let end = direction.zw;
+
+ let v1 = end - start;
+ let v2 = raw_position - start;
+ let unit = normalize(v1);
+ let coord_offset = dot(unit, v2) / length(v1);
+
+ //need to store these as a var to use dynamic indexing in a loop
+ //this is already added to wgsl spec but not in wgpu yet
+ var colors_arr = colors;
+ var offsets_arr = offsets;
+
+ var color: vec4<f32>;
+
+ let noise_granularity: f32 = 0.3/255.0;
+
+ for (var i: i32 = 0; i < last_index; i++) {
+ let curr_offset = offsets_arr[i];
+ let next_offset = offsets_arr[i+1];
+
+ if (coord_offset <= offsets_arr[0]) {
+ color = colors_arr[0];
+ }
+
+ if (curr_offset <= coord_offset && coord_offset <= next_offset) {
+ color = mix(colors_arr[i], colors_arr[i+1], smoothstep(
+ curr_offset,
+ next_offset,
+ coord_offset,
+ ));
+ }
+
+ if (coord_offset >= offsets_arr[last_index]) {
+ color = colors_arr[last_index];
+ }
+ }
+
+ return color + mix(-noise_granularity, noise_granularity, random(raw_position));
+}
+
+@fragment
+fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
+ let colors = array<vec4<f32>, 8>(
+ input.color_1,
+ input.color_2,
+ input.color_3,
+ input.color_4,
+ input.color_5,
+ input.color_6,
+ input.color_7,
+ input.color_8,
+ );
+
+ var offsets = array<f32, 8>(
+ input.offsets_1.x,
+ input.offsets_1.y,
+ input.offsets_1.z,
+ input.offsets_1.w,
+ input.offsets_2.x,
+ input.offsets_2.y,
+ input.offsets_2.z,
+ input.offsets_2.w,
+ );
+
+ var last_index = 7;
+ for (var i: i32 = 0; i <= 7; i++) {
+ if (offsets[i] >= 1.0) {
+ last_index = i;
+ break;
+ }
+ }
+
+ return gradient(input.raw_position, input.direction, colors, offsets, last_index);
+}