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path: root/wgpu/src/shader/quad.wgsl
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[[block]]
struct Globals {
    transform: mat4x4<f32>;
    scale: f32;
};

[[group(0), binding(0)]] var<uniform> globals: Globals;

struct VertexInput {
    [[location(0)]] v_pos: vec2<f32>;
    [[location(1)]] pos: vec2<f32>;
    [[location(2)]] scale: vec2<f32>;
    [[location(3)]] color: vec4<f32>;
    [[location(4)]] border_color: vec4<f32>;
    [[location(5)]] border_radius: f32;
    [[location(6)]] border_width: f32;
};

struct VertexOutput {
    [[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: f32;
    [[location(5)]] border_width: f32;
};

[[stage(vertex)]]
fn vs_main(input: VertexInput) -> VertexOutput {
    var out: 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 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), 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;
    out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);

    return out;
}

fn distance_alg(
    frag_coord: vec2<f32>,
    position: vec2<f32>,
    size: vec2<f32>,
    radius: f32
) -> f32 {
    var inner_size: vec2<f32> = size - vec2<f32>(radius, radius) * 2.0;
    var top_left: vec2<f32> = position + vec2<f32>(radius, radius);
    var bottom_right: vec2<f32> = top_left + inner_size;

    var top_left_distance: vec2<f32> = top_left - frag_coord;
    var bottom_right_distance: vec2<f32> = frag_coord - bottom_right;

    var dist: vec2<f32> = vec2<f32>(
        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);
}


[[stage(fragment)]]
fn fs_main(
    input: VertexOutput
) -> [[location(0)]] vec4<f32> {
    var mixed_color: vec4<f32> = input.color;

    if (input.border_width > 0.0) {
        var internal_border: f32 = max(
            input.border_radius - input.border_width,
            0.0
        );

        var internal_distance: f32 = distance_alg(
            vec2<f32>(input.position.x, input.position.y),
            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,
        input.border_radius
    );

    var radius_alpha: f32 = 1.0 - smoothStep(
        max(input.border_radius - 0.5, 0.0),
        input.border_radius + 0.5,
        dist);

    return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}