import super::common::{G, eval_brush_px, sdf_round_box_px};
struct VSOut {
@builtin(position) pos: vec4<f32>,
@location(0) color0: vec4<f32>,
@location(1) color1: vec4<f32>,
@location(2) xywh: vec4<f32>,
@location(3) radii: vec4<f32>,
@location(4) fwd_mat: vec4<f32>,
@location(5) grad: vec4<f32>,
@location(6) pos_ndc: vec2<f32>,
@location(7) @interpolate(flat) bits: u32,
};
@vertex
fn vs_main(
@location(0) xywh: vec4<f32>,
@location(1) radii: vec4<f32>,
@location(2) color0: vec4<f32>,
@location(3) color1: vec4<f32>,
@location(4) fwd_mat: vec4<f32>,
@location(5) grad: vec4<f32>,
@location(6) 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.radii = radii;
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 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 = vec2(
unrotated_px.x * scale_px.x,
-unrotated_px.y * scale_px.y,
) + half_px;
let base = eval_brush_px(in.color0, in.color1, in.grad, in.bits, local_px);
let a = base.a * alpha_cov;
return vec4(base.rgb * a, a);
}