struct wrapped_f32 {
@size(16) elem: f32
}
struct Global {
views: array<mat4x4<f32>, 8>, //16
scales: array<wrapped_f32, 8>, //4
proj: mat4x4<f32>, //16
inverse_proj: mat4x4<f32>, //16
eye: vec3<f32>, //16
@size(16) size: vec2<f32>, //8
@size(16) seconds: f32, //4
};
@group(0)
@binding(0)
var<uniform> global: Global;
struct VertexInput {
@builtin(vertex_index) vertex_idx: u32,
@location(0) v_pos: vec2<f32>,
@location(1) position: vec3<f32>,
@location(2) size: vec2<f32>,
@location(3) uv: vec4<f32>,
@location(4) color: u32,
@location(5) border_width: f32,
@location(6) border_color: u32,
@location(7) layer: u32,
@location(8) radius: f32,
@location(9) camera_view: u32,
};
struct VertexOutput {
@invariant @builtin(position) clip_position: vec4<f32>,
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(3) container_data: vec4<f32>,
@location(4) color: vec4<f32>,
@location(5) border_color: vec4<f32>,
@location(6) size: vec2<f32>,
@location(7) border_width: f32,
@location(8) radius: f32,
@location(9) layer: i32,
@location(10) tex_size: vec2<f32>,
};
@group(1)
@binding(0)
var tex: texture_2d_array<f32>;
@group(1)
@binding(1)
var tex_sample: sampler;
fn unpack_tex_data(data: vec2<u32>) -> vec4<u32> {
return vec4<u32>(
u32(data[0] & 0xffffu),
u32((data[0] & 0xffff0000u) >> 16u),
u32(data[1] & 0xffffu),
u32((data[1] & 0xffff0000u) >> 16u)
);
}
fn srgb_to_linear(c: f32) -> f32 {
if c <= 0.04045 {
return c / 12.92;
} else {
return pow((c + 0.055) / 1.055, 2.4);
}
}
fn unpack_color(color: u32) -> vec4<f32> {
return vec4<f32>(
srgb_to_linear(f32((color & 0xff0000u) >> 16u) / 255.0),
srgb_to_linear(f32((color & 0xff00u) >> 8u) / 255.0),
srgb_to_linear(f32((color & 0xffu)) / 255.0),
f32((color & 0xff000000u) >> 24u) / 255.0,
);
}
@vertex
fn vertex(
vertex: VertexInput,
) -> VertexOutput {
var result: VertexOutput;
let v = vertex.vertex_idx % 4u;
let tex_data = vertex.uv;
let size = textureDimensions(tex);
let fsize = vec2<f32> (f32(size.x), f32(size.y));
var pos = vertex.position;
switch v {
case 1u: {
result.uv = vec2<f32>(tex_data[2], tex_data[3]);
pos.x += vertex.size.x;
}
case 2u: {
result.uv = vec2<f32>(tex_data[2], 0.0);
pos.x += vertex.size.x;
pos.y += vertex.size.y;
}
case 3u: {
result.uv = vec2<f32>(0.0, 0.0);
pos.y += vertex.size.y;
}
default: {
result.uv = vec2<f32>(0.0, tex_data[3]);
}
}
let scale_mat = mat4x4<f32> (
vec4<f32>(global.scales[vertex.camera_view].elem, 0.0, 0.0, 0.0),
vec4<f32>(0.0, global.scales[vertex.camera_view].elem, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
result.clip_position = (global.proj * global.views[vertex.camera_view] * scale_mat) * vec4<f32>(pos, 1.0);
result.size = vertex.size * global.scales[vertex.camera_view].elem;
result.position = ((global.views[vertex.camera_view] * scale_mat) * vec4<f32>(vertex.position.xy, 1.0, 1.0)).xy;
result.container_data = tex_data;
result.border_width = vertex.border_width;
result.radius = vertex.radius;
result.tex_size = fsize;
result.layer = i32(vertex.layer);
result.color = unpack_color(vertex.color);
result.border_color = unpack_color(vertex.border_color);
return result;
}
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);
}
@fragment
fn fragment(vertex: VertexOutput,) -> @location(0) vec4<f32> {
let coords = (vertex.container_data.xy + vertex.uv.xy) / vertex.tex_size;
let c1 = select(
vec4<f32>(0.0),
textureSampleLevel(tex, tex_sample, coords, vertex.layer, 1.0),
vertex.container_data[2] > 0.0 && vertex.container_data[3] > 0.0
);
let container_color = select(vertex.color, c1 * vertex.color, vertex.container_data[2] > 0.0 && vertex.container_data[3] > 0.0);
let radius = vertex.radius;
let clippy = vec2<f32>(vertex.clip_position.x, global.size.y - vertex.clip_position.y);
let border: f32 = max(radius - vertex.border_width, 0.0);
let distance = distance_alg(
clippy,
vertex.position.xy + vec2<f32>(vertex.border_width),
vertex.size - vec2<f32>(vertex.border_width * 2.0),
border
);
let border_mix: f32 = smoothstep(
max(border - 0.5, 0.0),
border + 0.5,
distance
);
let mixed_color: vec4<f32> = select(
container_color,
mix(container_color, vertex.border_color, vec4<f32>(border_mix)),
vertex.border_width > 0.0
);
let dist: f32 = distance_alg(
clippy,
vertex.position.xy,
vertex.size,
radius
);
let radius_alpha: f32 = 1.0 - smoothstep(
max(radius - 0.5, 0.0),
radius + 0.5,
dist);
let alpha = mixed_color.a * radius_alpha;
if (alpha <= 0.0) {
discard;
}
return vec4<f32>(mixed_color.r, mixed_color.g, mixed_color.b, alpha);
}