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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);
}
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