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) color: vec4<f32>,
@location(1) uv: vec2<f32>,
@location(2) blur_uv: vec2<f32>,
@location(3) @interpolate(flat) edge_mode: u32,
};
@vertex
fn vs_main(
@location(0) xywh: vec4<f32>,
@location(1) uv_rect: vec4<f32>,
@location(2) color: vec4<f32>,
@location(3) blur_uv: vec2<f32>,
@location(4) fwd_mat: vec4<f32>,
@location(5) edge_mode: u32,
@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)
);
var uvs = 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 uv_lerp = uvs[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.uv = mix(uv_rect.xy, uv_rect.zw, uv_lerp);
out.color = color;
out.blur_uv = blur_uv;
out.edge_mode = edge_mode;
return out;
}
@group(1) @binding(0) var src_tex: texture_2d<f32>;
@group(1) @binding(1) var src_smp: sampler;
fn sample_alpha(uv: vec2<f32>, weight: f32, edge_mode: u32) -> vec2<f32> {
if (edge_mode != 0u && (any(uv < vec2<f32>(0.0)) || any(uv > vec2<f32>(1.0)))) {
return vec2<f32>(0.0);
}
let sample = textureSample(src_tex, src_smp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)));
return vec2<f32>(sample.a * weight, weight);
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let bu = in.blur_uv;
var blurred = vec2<f32>(0.0);
blurred += sample_alpha(in.uv + vec2<f32>(-bu.x, -bu.y), 1.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(0.0, -bu.y), 2.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(bu.x, -bu.y), 1.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(-bu.x, 0.0), 2.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv, 4.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(bu.x, 0.0), 2.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(-bu.x, bu.y), 1.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(0.0, bu.y), 2.0 / 16.0, in.edge_mode);
blurred += sample_alpha(in.uv + vec2<f32>(bu.x, bu.y), 1.0 / 16.0, in.edge_mode);
let shadow_alpha = blurred.x / max(blurred.y, 1.0 / 16.0) * in.color.a;
return vec4<f32>(in.color.rgb * shadow_alpha, shadow_alpha);
}