struct Globals { transform: mat4x4, scale: f32, } @group(0) @binding(0) var globals: Globals; fn distance_alg( frag_coord: vec2, position: vec2, size: vec2, radius: f32 ) -> f32 { var inner_size: vec2 = size - vec2(radius, radius) * 2.0; var top_left: vec2 = position + vec2(radius, radius); var bottom_right: vec2 = top_left + inner_size; var top_left_distance: vec2 = top_left - frag_coord; var bottom_right_distance: vec2 = frag_coord - bottom_right; var dist: vec2 = vec2( 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, position: vec2, center: vec2) -> 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; }