import super::common::{G, eval_brush_px};
import super::ellipse_sdf::{local_px, sdf_ellipse};
struct VSOut {
@builtin(position) pos: vec4<f32>,
@location(0) color0: vec4<f32>,
@location(1) color1: vec4<f32>,
@location(2) xywh: vec4<f32>,
@location(3) fwd_mat: vec4<f32>,
@location(4) grad: vec4<f32>,
@location(5) pos_ndc: vec2<f32>,
@location(6) @interpolate(flat) bits: u32,
};
@vertex
fn vs_main(
@location(0) xywh: vec4<f32>,
@location(1) color0: vec4<f32>,
@location(2) color1: vec4<f32>,
@location(3) fwd_mat: vec4<f32>,
@location(4) grad: vec4<f32>,
@location(5) bits: 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)
);
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.color0 = color0;
out.color1 = color1;
out.xywh = xywh;
out.fwd_mat = fwd_mat;
out.grad = grad;
out.pos_ndc = pos_ndc;
out.bits = bits;
return out;
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let d = sdf_ellipse(in.pos_ndc, in.xywh, in.fwd_mat);
let w = max(fwidth(d), 1e-5);
let alpha_cov = 1.0 - smoothstep(-w, w, d);
let local = local_px(in.pos_ndc, in.xywh, in.fwd_mat, G.ndc_to_px);
let base = eval_brush_px(in.color0, in.color1, in.grad, in.bits, local);
let a = base.a * alpha_cov;
return vec4(base.rgb * a, a);
}