struct Globals {
ndc_to_px: vec2<f32>,
_pad: vec2<f32>,
};
@group(0) @binding(0) var<uniform> G: Globals;
struct VSOut {
@builtin(position) pos: vec4<f32>,
@location(0) xywh: vec4<f32>,
@location(1) radius: f32,
@location(2) pos_ndc: vec2<f32>,
};
@vertex
fn vs_main(
@location(0) xywh: vec4<f32>,
@location(1) radius: f32,
@builtin(vertex_index) v: u32,
) -> VSOut {
var positions = array<vec2<f32>, 6>(
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(1.0, 1.0),
vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 1.0)
);
let p = positions[v];
let pos_ndc = xywh.xy + p * xywh.zw;
var out: VSOut;
out.pos = vec4(pos_ndc, 0.0, 1.0);
out.xywh = xywh;
out.radius = radius;
out.pos_ndc = pos_ndc;
return out;
}
fn sdf_round_box_px(p_px: vec2<f32>, half_px: vec2<f32>, r_px: f32) -> f32 {
let r = max(r_px, 0.0);
let q = abs(p_px) - (half_px - vec2<f32>(r, r));
let outside = max(q, vec2<f32>(0.0, 0.0));
let inside = min(max(q.x, q.y), 0.0);
return length(outside) + inside - r;
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let center_ndc = in.xywh.xy + 0.5 * in.xywh.zw;
let p_px = (in.pos_ndc - center_ndc) * G.ndc_to_px;
let half_px = 0.5 * in.xywh.zw * G.ndc_to_px;
let d = sdf_round_box_px(p_px, half_px, in.radius);
let w = max(fwidth(d), 1e-4);
let alpha = 1.0 - smoothstep(-w, w, d);
return vec4(0.0, 0.0, 0.0, alpha);
}