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; } fn l(c: f32) -> f32 { if (c < 0.04045) { return c / 12.92; } else { return pow(((c + 0.055) / 1.055), 2.4); }; } fn to_linear(color: u32) -> vec4 { let c = unpack4x8unorm(color); //unpacks as a b g r return vec4(l(c.w), l(c.z), l(c.y), c.x); } struct SolidVertexInput { @location(0) v_pos: vec2, @location(1) color: vec4, @location(2) pos: vec2, @location(3) scale: vec2, @location(4) border_color: vec4, @location(5) border_radius: vec4, @location(6) border_width: f32, } struct SolidVertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, @location(1) border_color: vec4, @location(2) pos: vec2, @location(3) scale: vec2, @location(4) border_radius: vec4, @location(5) border_width: f32, } @vertex fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput { var out: SolidVertexOutput; var pos: vec2 = input.pos * globals.scale; var scale: vec2 = input.scale * globals.scale; var min_border_radius = min(input.scale.x, input.scale.y) * 0.5; var border_radius: vec4 = vec4( 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 = mat4x4( vec4(scale.x + 1.0, 0.0, 0.0, 0.0), vec4(0.0, scale.y + 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(pos - vec2(0.5, 0.5), 0.0, 1.0) ); out.position = globals.transform * transform * vec4(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; return out; } @fragment fn solid_fs_main( input: SolidVertexOutput ) -> @location(0) vec4 { var mixed_color: vec4 = 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(border_radius - input.border_width, 0.0); var internal_distance: f32 = distance_alg( input.position.xy, input.pos + vec2(input.border_width, input.border_width), input.scale - vec2(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(input.color, input.border_color, vec4(border_mix, border_mix, border_mix, border_mix)); } var dist: f32 = distance_alg( vec2(input.position.x, input.position.y), input.pos, input.scale, border_radius ); var radius_alpha: f32 = 1.0 - smoothstep( max(border_radius - 0.5, 0.0), border_radius + 0.5, dist ); return vec4(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); } struct GradientVertexInput { @location(0) v_pos: vec2, @location(1) colors_1: vec4, @location(2) colors_2: vec4, @location(3) offsets_1: vec4, @location(4) offsets_2: vec4, @location(5) direction: vec4, @location(6) position_and_scale: vec4, @location(7) border_color: vec4, @location(8) border_radius: vec4, @location(9) border_width: f32, } struct GradientVertexOutput { @builtin(position) position: vec4, @location(1) colors_1: vec4, @location(2) colors_2: vec4, @location(3) offsets_1: vec4, @location(4) offsets_2: vec4, @location(5) direction: vec4, @location(6) position_and_scale: vec4, @location(7) border_color: vec4, @location(8) border_radius: vec4, @location(9) border_width: f32, } @vertex fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { var out: GradientVertexOutput; var pos: vec2 = input.position_and_scale.xy * globals.scale; var scale: vec2 = 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 = vec4( 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 = mat4x4( vec4(scale.x + 1.0, 0.0, 0.0, 0.0), vec4(0.0, scale.y + 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(pos - vec2(0.5, 0.5), 0.0, 1.0) ); out.position = globals.transform * transform * vec4(input.v_pos, 0.0, 1.0); out.colors_1 = input.colors_1; out.colors_2 = input.colors_2; out.offsets_1 = input.offsets_1; out.offsets_2 = input.offsets_2; out.direction = input.direction * globals.scale; out.position_and_scale = vec4(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 { 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, direction: vec4, colors: array, 8>, offsets: array, last_index: i32 ) -> vec4 { 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; 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 { let colors = array, 8>( to_linear(input.colors_1.x), to_linear(input.colors_1.y), to_linear(input.colors_1.z), to_linear(input.colors_1.w), to_linear(input.colors_2.x), to_linear(input.colors_2.y), to_linear(input.colors_2.z), to_linear(input.colors_2.w), ); var offsets = array( 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 = 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(input.border_width, input.border_width), scale - vec2(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(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(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); }