// --- subpixel sprites --- //
// Requires `enable dual_source_blending;` to be prepended by the Rust host
// before compiling this module (done in renderer.rs when dual-source blending
// is available on the adapter).
struct SubpixelSprite {
order: u32,
pad: u32,
bounds: Bounds,
content_mask: Bounds,
color: Hsla,
tile: AtlasTile,
transformation: TransformationMatrix,
}
@group(1) @binding(0) var<storage, read> b_subpixel_sprites: array<SubpixelSprite>;
struct SubpixelSpriteOutput {
@builtin(position) position: vec4<f32>,
@location(0) tile_position: vec2<f32>,
@location(1) @interpolate(flat) color: vec4<f32>,
@location(3) clip_distances: vec4<f32>,
}
struct SubpixelSpriteFragmentOutput {
@location(0) @blend_src(0) foreground: vec4<f32>,
@location(0) @blend_src(1) alpha: vec4<f32>,
}
@vertex
fn vs_subpixel_sprite(
@builtin(vertex_index) vertex_id: u32,
@builtin(instance_index) instance_id: u32,
) -> SubpixelSpriteOutput {
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
let sprite = b_subpixel_sprites[instance_id];
var out = SubpixelSpriteOutput();
out.position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
out.color = hsla_to_rgba(sprite.color);
out.clip_distances = distance_from_clip_rect_transformed(
unit_vertex,
sprite.bounds,
sprite.content_mask,
sprite.transformation,
);
return out;
}
@fragment
fn fs_subpixel_sprite(input: SubpixelSpriteOutput) -> SubpixelSpriteFragmentOutput {
let sample = textureSample(t_sprite, s_sprite, input.tile_position).rgb;
let alpha_corrected = apply_contrast_and_gamma_correction3(
sample,
input.color.rgb,
gamma_params.subpixel_enhanced_contrast,
gamma_params.gamma_ratios,
);
// Alpha clip after using the derivatives.
if (any(input.clip_distances < vec4<f32>(0.0))) {
return SubpixelSpriteFragmentOutput(vec4<f32>(0.0), vec4<f32>(0.0));
}
var out = SubpixelSpriteFragmentOutput();
out.foreground = vec4<f32>(input.color.rgb, 1.0);
out.alpha = vec4<f32>(input.color.a * alpha_corrected, 1.0);
return out;
}