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) @interpolate(flat) brush_type: u32,
@location(1) @interpolate(flat) grad_kind: u32,
@location(2) color0: vec4<f32>,
@location(3) color1: vec4<f32>,
@location(4) xywh: vec4<f32>,
@location(5) radii: vec4<f32>,
@location(6) grad_p0: vec2<f32>,
@location(7) grad_p1: vec2<f32>,
@location(8) @interpolate(flat) tile_mode: u32,
@location(9) pos_ndc: vec2<f32>,
@location(10) fwd_mat: vec4<f32>,
};
@vertex
fn vs_main(
@location(0) xywh: vec4<f32>,
@location(1) radii: vec4<f32>,
@location(2) @interpolate(flat) brush_type: u32,
@location(3) @interpolate(flat) grad_kind: u32,
@location(4) color0: vec4<f32>,
@location(5) color1: vec4<f32>,
@location(6) grad_p0: vec2<f32>,
@location(7) grad_p1: vec2<f32>,
@location(8) @interpolate(flat) tile_mode: u32,
@location(9) fwd_mat: vec4<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 corner = (p * 2.0 - 1.0) * half;
let rotated = vec2(
fwd_mat.x * corner.x + fwd_mat.y * corner.y,
fwd_mat.z * corner.x + fwd_mat.w * corner.y,
);
let pos_ndc = xywh.xy + rotated;
var out: VSOut;
out.pos = vec4(pos_ndc, 0.0, 1.0);
out.xywh = xywh;
out.radii = radii;
out.brush_type = brush_type;
out.grad_kind = grad_kind;
out.color0 = color0;
out.color1 = color1;
out.grad_p0 = grad_p0;
out.grad_p1 = grad_p1;
out.tile_mode = tile_mode;
out.pos_ndc = pos_ndc;
out.fwd_mat = fwd_mat;
return out;
}
fn corner_radius(p: vec2<f32>, r: vec4<f32>) -> f32 {
return select(
select(r[3], r[2], p.x >= 0.0),
select(r[0], r[1], p.x >= 0.0),
p.y >= 0.0
);
}
fn sdf_round_box_px(p_px: vec2<f32>, half_px: vec2<f32>, r: vec4<f32>) -> f32 {
let ri = corner_radius(p_px, r);
let ri_clamped = max(ri, 0.0);
let q = abs(p_px) - (half_px - vec2<f32>(ri_clamped, ri_clamped));
let outside = max(q, vec2<f32>(0.0));
let inside = min(max(q.x, q.y), 0.0);
return length(outside) + inside - ri_clamped;
}
fn apply_tile(t: f32, tile_mode: u32) -> f32 {
if tile_mode == 1u {
return t - floor(t);
}
if tile_mode == 2u {
let m = t - floor(t * 0.5) * 2.0;
return select(m, 2.0 - m, m > 1.0);
}
return clamp(t, 0.0, 1.0);
}
fn eval_brush(in: VSOut, local_px: vec2<f32>) -> vec4<f32> {
if (in.brush_type == 0u) {
return in.color0;
}
if (in.grad_kind == 1u) {
let d = distance(local_px, in.grad_p0);
let radius = max(in.grad_p1.x, 1e-3);
return mix(in.color0, in.color1, apply_tile(d / radius, in.tile_mode));
}
if (in.grad_kind == 2u) {
let rel = local_px - in.grad_p0;
var frac = atan2(rel.y, rel.x) / 6.2831853;
if (frac < 0.0) {
frac += 1.0;
}
return mix(in.color0, in.color1, apply_tile(frac, in.tile_mode));
}
let dir = in.grad_p1 - in.grad_p0;
let len2 = max(dot(dir, dir), 1e-6);
let t = apply_tile(dot(local_px - in.grad_p0, dir) / len2, in.tile_mode);
return mix(in.color0, in.color1, t);
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let center_ndc = in.xywh.xy;
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 det = max(
in.fwd_mat.x * in.fwd_mat.w - in.fwd_mat.y * in.fwd_mat.z,
1e-6,
);
let unrotated_px = vec2(
(in.fwd_mat.w * p_px.x - in.fwd_mat.y * p_px.y) / det,
(-in.fwd_mat.z * p_px.x + in.fwd_mat.x * p_px.y) / det,
);
let d = sdf_round_box_px(unrotated_px, half_px, in.radii);
let w = max(fwidth(d), 1e-4);
let alpha_cov = 1.0 - smoothstep(-w, w, d);
// Brush coordinates are shape-local px with (0,0) at the top-left,
// matching `brush_to_shape_fields` and the border shader: recenter
// `unrotated_px` (rotation-free, un-scaled) and re-apply the scale
// magnitude so both live in the same space.
let scale_px = vec2(length(vec2(in.fwd_mat.x, in.fwd_mat.z)), length(vec2(in.fwd_mat.y, in.fwd_mat.w)));
let local_px = unrotated_px * scale_px + half_px;
let base = eval_brush(in, local_px);
let a = base.a * alpha_cov;
return vec4(base.rgb * a, a);
}