iced_wgpu 0.14.0

A renderer for iced on top of wgpu
Documentation
struct Globals {
    transform: mat4x4<f32>,
    scale_factor: f32,
}

@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var u_sampler: sampler;
@group(1) @binding(0) var u_texture: texture_2d_array<f32>;

struct VertexInput {
    @builtin(vertex_index) vertex_index: u32,
    @location(0) center: vec2<f32>,
    @location(1) clip_bounds: vec4<f32>,
    @location(2) border_radius: vec4<f32>,
    @location(3) tile: vec4<f32>,
    @location(4) rotation: f32,
    @location(5) opacity: f32,
    @location(6) atlas_pos: vec2<f32>,
    @location(7) atlas_scale: vec2<f32>,
    @location(8) layer: i32,
    @location(9) snap: u32,
}

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) @interpolate(flat) clip_bounds: vec4<f32>,
    @location(1) @interpolate(flat) border_radius: vec4<f32>,
    @location(2) @interpolate(flat) atlas: vec4<f32>,
    @location(3) @interpolate(flat) layer: i32,
    @location(4) @interpolate(flat) opacity: f32,
    @location(5) uv: vec2<f32>,
}

@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
    var out: VertexOutput;

    // Generate a vertex position in the range [0, 1] from the vertex index
    let corner = vertex_position(input.vertex_index);

    let tile = input.tile;
    let center = input.center;

    // List the unrotated tile corners
    let corners = array<vec2<f32>, 4>(
        tile.xy,                              // Top left
        tile.xy + vec2<f32>(tile.z, 0.0),     // Top right
        tile.xy + vec2<f32>(0.0, tile.w),     // Bottom left
        tile.xy + tile.zw                     // Bottom right
    );

    // Rotate tile corners around center
    let cos_r = cos(-input.rotation); // Clockwise
    let sin_r = sin(-input.rotation);
    var rotated = array<vec2<f32>, 4>();

    for (var i = 0u; i < 4u; i++) {
        let c = corners[i] - input.center;
        rotated[i] = vec2<f32>(c.x * cos_r - c.y * sin_r, c.x * sin_r + c.y * cos_r) + input.center;
    }

    // Find bounding box of rotated tile
    var min_xy = rotated[0];
    var max_xy = rotated[0];
    for (var i = 1u; i < 4u; i++) {
        min_xy = min(min_xy, rotated[i]);
        max_xy = max(max_xy, rotated[i]);
    }
    let rotated_bounds = vec4<f32>(min_xy, max_xy - min_xy);

    // Intersect with clip bounds
    let clip_min = max(rotated_bounds.xy, input.clip_bounds.xy);
    let clip_max = min(rotated_bounds.xy + rotated_bounds.zw, input.clip_bounds.xy + input.clip_bounds.zw);
    let clipped_tile = vec4<f32>(clip_min, max(vec2<f32>(0.0), clip_max - clip_min));

    // Calculate the vertex position
    let v_pos = clipped_tile.xy + corner * clipped_tile.zw;
    out.position = vec4(vec2(globals.scale_factor), 1.0, 1.0) * vec4<f32>(v_pos, 0.0, 1.0);
    out.clip_bounds = globals.scale_factor * input.clip_bounds;

    // Calculate rotated UV
    let uv = input.atlas_pos + (v_pos - tile.xy) / tile.zw * input.atlas_scale;
    let uv_center = input.atlas_pos + input.atlas_scale / 2.0;

    let d = uv - uv_center;
    out.uv = vec2<f32>(d.x * cos_r - d.y * sin_r, d.x * sin_r + d.y * cos_r) + uv_center;

    // Snap position to the pixel grid
    if bool(input.snap) {
        out.position = round(out.position);
        out.clip_bounds = vec4(
            round(out.clip_bounds.xy),
            round(out.clip_bounds.xy + out.clip_bounds.zw) - out.clip_bounds.xy,
        );
    }

    out.position = globals.transform * out.position;
    out.border_radius = globals.scale_factor * min(input.border_radius, vec4(min(input.clip_bounds.z, input.clip_bounds.w) / 2.0));
    out.atlas = vec4(input.atlas_pos, input.atlas_pos + input.atlas_scale);
    out.layer = input.layer;
    out.opacity = input.opacity;

    return out;
}

@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
    let fragment = input.position.xy;
    let position = input.clip_bounds.xy;
    let scale = input.clip_bounds.zw;

    let d = rounded_box_sdf(
        2.0 * (fragment - position - scale / 2.0),
        scale,
        input.border_radius * 2.0,
    ) / 2.0;

    let antialias: f32 = clamp(1.0 - d, 0.0, 1.0);
    let inside = all(input.uv >= input.atlas.xy) && all(input.uv <= input.atlas.zw);

    return textureSample(u_texture, u_sampler, input.uv, input.layer) * vec4<f32>(1.0, 1.0, 1.0, antialias * input.opacity * f32(inside));
}

fn rounded_box_sdf(p: vec2<f32>, size: vec2<f32>, corners: vec4<f32>) -> f32 {
    var box_half = select(corners.yz, corners.xw, p.x > 0.0);
    var corner = select(box_half.y, box_half.x, p.y > 0.0);
    var q = abs(p) - size + corner;
    return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - corner;
}