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-rw-r--r--wgpu/src/shader/quad.wgsl47
1 files changed, 33 insertions, 14 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index 73edd97c..cf4f7e4d 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -11,7 +11,7 @@ struct VertexInput {
@location(2) scale: vec2<f32>,
@location(3) color: vec4<f32>,
@location(4) border_color: vec4<f32>,
- @location(5) border_radius: f32,
+ @location(5) border_radius: vec4<f32>,
@location(6) border_width: f32,
}
@@ -21,7 +21,7 @@ struct VertexOutput {
@location(1) border_color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
- @location(4) border_radius: f32,
+ @location(4) border_radius: vec4<f32>,
@location(5) border_width: f32,
}
@@ -32,9 +32,12 @@ fn vs_main(input: VertexInput) -> VertexOutput {
var pos: vec2<f32> = input.pos * globals.scale;
var scale: vec2<f32> = input.scale * globals.scale;
- var border_radius: f32 = min(
- input.border_radius,
- min(input.scale.x, input.scale.y) / 2.0
+ var min_border_radius = min(input.scale.x, input.scale.y) * 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>(
@@ -76,6 +79,18 @@ fn distance_alg(
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(
@@ -83,14 +98,17 @@ fn fs_main(
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
+ var border_radius = select_border_radius(
+ input.border_radius,
+ input.position.xy,
+ (input.pos + input.scale * 0.5).xy
+ );
+
if (input.border_width > 0.0) {
- var internal_border: f32 = max(
- input.border_radius - input.border_width,
- 0.0
- );
+ var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
- vec2<f32>(input.position.x, input.position.y),
+ input.position.xy,
input.pos + vec2<f32>(input.border_width, input.border_width),
input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
@@ -109,13 +127,14 @@ fn fs_main(
vec2<f32>(input.position.x, input.position.y),
input.pos,
input.scale,
- input.border_radius
+ border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
- max(input.border_radius - 0.5, 0.0),
- input.border_radius + 0.5,
- dist);
+ 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);
}