struct SolidVertexInput { @builtin(vertex_index) vertex_index: u32, @location(0) color: vec4<f32>, @location(1) pos: vec2<f32>, @location(2) scale: vec2<f32>, @location(3) border_color: vec4<f32>, @location(4) border_radius: vec4<f32>, @location(5) border_width: f32, @location(6) shadow_color: vec4<f32>, @location(7) shadow_offset: vec2<f32>, @location(8) shadow_blur_radius: f32, } struct SolidVertexOutput { @builtin(position) position: vec4<f32>, @location(0) color: vec4<f32>, @location(1) border_color: vec4<f32>, @location(2) pos: vec2<f32>, @location(3) scale: vec2<f32>, @location(4) border_radius: vec4<f32>, @location(5) border_width: f32, @location(6) shadow_color: vec4<f32>, @location(7) shadow_offset: vec2<f32>, @location(8) shadow_blur_radius: f32, } @vertex fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput { var out: SolidVertexOutput; var pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale; var scale: vec2<f32> = (input.scale + vec2<f32>(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale; var snap: vec2<f32> = vec2<f32>(0.0, 0.0); if input.scale.x == 1.0 { snap.x = round(pos.x) - pos.x; } if input.scale.y == 1.0 { snap.y = round(pos.y) - pos.y; } 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>( 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) + snap, 0.0, 1.0) ); out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0); out.color = input.color; out.border_color = input.border_color; out.pos = input.pos * globals.scale + snap; out.scale = input.scale * globals.scale; out.border_radius = border_radius * globals.scale; out.border_width = input.border_width * globals.scale; out.shadow_color = input.shadow_color; out.shadow_offset = input.shadow_offset * globals.scale; out.shadow_blur_radius = input.shadow_blur_radius * globals.scale; return out; } @fragment fn solid_fs_main( input: SolidVertexOutput ) -> @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(border_radius - input.border_width, 0.0); var internal_distance: f32 = distance_alg( 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 ); 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<f32>(border_mix, border_mix, border_mix, border_mix)); } var dist: f32 = distance_alg( vec2<f32>(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 ); 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_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 = mix( vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0), quad_color, quad_color.a ); return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha); } else { return quad_color; } }