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-rw-r--r--wgpu/src/shader/blit.wgsl20
-rw-r--r--wgpu/src/shader/image.wgsl37
-rw-r--r--wgpu/src/shader/quad/solid.wgsl12
3 files changed, 42 insertions, 27 deletions
diff --git a/wgpu/src/shader/blit.wgsl b/wgpu/src/shader/blit.wgsl
index c2ea223f..d7633808 100644
--- a/wgpu/src/shader/blit.wgsl
+++ b/wgpu/src/shader/blit.wgsl
@@ -1,22 +1,14 @@
-var<private> positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
- vec2<f32>(-1.0, 1.0),
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(1.0, -1.0),
- vec2<f32>(-1.0, 1.0),
- vec2<f32>(1.0, 1.0),
- vec2<f32>(1.0, -1.0)
-);
-
var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
- vec2<f32>(0.0, 1.0),
+ vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
- vec2<f32>(1.0, 0.0),
+ vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0)
);
@group(0) @binding(0) var u_sampler: sampler;
+@group(0) @binding(1) var<uniform> u_ratio: vec2<f32>;
@group(1) @binding(0) var u_texture: texture_2d<f32>;
struct VertexInput {
@@ -30,9 +22,11 @@ struct VertexOutput {
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
+ let uv = uvs[input.vertex_index];
+
var out: VertexOutput;
- out.uv = uvs[input.vertex_index];
- out.position = vec4<f32>(positions[input.vertex_index], 0.0, 1.0);
+ out.uv = uv * u_ratio;
+ out.position = vec4<f32>(uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0);
return out;
}
diff --git a/wgpu/src/shader/image.wgsl b/wgpu/src/shader/image.wgsl
index 7b2e5238..0eeb100f 100644
--- a/wgpu/src/shader/image.wgsl
+++ b/wgpu/src/shader/image.wgsl
@@ -9,40 +9,55 @@ struct Globals {
struct VertexInput {
@builtin(vertex_index) vertex_index: u32,
@location(0) pos: vec2<f32>,
- @location(1) scale: vec2<f32>,
- @location(2) atlas_pos: vec2<f32>,
- @location(3) atlas_scale: vec2<f32>,
- @location(4) layer: i32,
+ @location(1) center: vec2<f32>,
+ @location(2) scale: vec2<f32>,
+ @location(3) rotation: f32,
+ @location(4) opacity: f32,
+ @location(5) atlas_pos: vec2<f32>,
+ @location(6) atlas_scale: vec2<f32>,
+ @location(7) layer: i32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
+ @location(2) opacity: f32,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
- let v_pos = vertex_position(input.vertex_index);
+ // Generate a vertex position in the range [0, 1] from the vertex index.
+ var v_pos = vertex_position(input.vertex_index);
+ // Map the vertex position to the atlas texture.
out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
out.layer = f32(input.layer);
+ out.opacity = input.opacity;
- var transform: mat4x4<f32> = mat4x4<f32>(
- vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
- vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
+ // Calculate the vertex position and move the center to the origin
+ v_pos = round(input.pos) + v_pos * input.scale - input.center;
+
+ // Apply the rotation around the center of the image
+ let cos_rot = cos(input.rotation);
+ let sin_rot = sin(input.rotation);
+ let rotate = mat4x4<f32>(
+ vec4<f32>(cos_rot, sin_rot, 0.0, 0.0),
+ vec4<f32>(-sin_rot, cos_rot, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
- vec4<f32>(input.pos, 0.0, 1.0)
+ vec4<f32>(0.0, 0.0, 0.0, 1.0)
);
- out.position = globals.transform * transform * vec4<f32>(v_pos, 0.0, 1.0);
+ // Calculate the final position of the vertex
+ out.position = globals.transform * (vec4<f32>(input.center, 0.0, 0.0) + rotate * vec4<f32>(v_pos, 0.0, 1.0));
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
- return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
+ // Sample the texture at the given UV coordinate and layer.
+ return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4<f32>(1.0, 1.0, 1.0, input.opacity);
}
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
index 1274f814..d908afbc 100644
--- a/wgpu/src/shader/quad/solid.wgsl
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -107,13 +107,19 @@ fn solid_fs_main(
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_radius = select_border_radius(
+ input.border_radius,
+ input.position.xy - input.shadow_offset,
+ (input.pos + input.scale * 0.5).xy
+ );
+ let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.);
+
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(
+ let base_color = mix(
vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0),
quad_color,
- quad_color.a > 0.0
+ quad_color.a
);
return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha);