struct VSOut {
@builtin(position) pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) xywh: vec4<f32>,
@location(2) stroke_ndc: f32,
@location(3) pos_ndc: vec2<f32>,
@location(4) sin_cos: vec2<f32>,
};
@vertex
fn vs_main(
@location(0) xywh: vec4<f32>,
@location(1) stroke_ndc: f32,
@location(2) pad: f32,
@location(3) color: vec4<f32>,
@location(4) sin_cos: vec2<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 half = 0.5 * xywh.zw;
let quad_half = half + pad;
let corner = (p * 2.0 - 1.0) * quad_half;
let rotated = vec2(corner.x * sin_cos.x - corner.y * sin_cos.y, corner.x * sin_cos.y + corner.y * sin_cos.x);
let pos_ndc = xywh.xy + rotated;
var out: VSOut;
out.pos = vec4(pos_ndc, 0.0, 1.0);
out.xywh = xywh;
out.stroke_ndc = stroke_ndc;
out.color = color;
out.pos_ndc = pos_ndc;
out.sin_cos = sin_cos;
return out;
}
fn sdf_ellipse(pos_ndc: vec2<f32>, xywh: vec4<f32>, sin_cos: vec2<f32>) -> f32 {
let center = xywh.xy;
let unrotated = center + vec2(
(pos_ndc.x - center.x) * sin_cos.x + (pos_ndc.y - center.y) * sin_cos.y,
-(pos_ndc.x - center.x) * sin_cos.y + (pos_ndc.y - center.y) * sin_cos.x
);
let radii = 0.5 * xywh.zw;
let p = (unrotated - center) / radii;
return length(p) - 1.0;
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let d = sdf_ellipse(in.pos_ndc, in.xywh, in.sin_cos);
let grad = vec2(dpdx(d), dpdy(d));
let w = max(length(grad), 1e-5);
let half_px = 0.5 * in.stroke_ndc;
let half = half_px * w;
let alpha_cov = 1.0 - smoothstep(-w, w, abs(d) - half);
let a = in.color.a * alpha_cov;
return vec4(in.color.rgb * a, a);
}