// Inspired by: https://www.shadertoy.com/view/fsdyzB
struct ScreenSize {
width: f32,
height: f32,
aspect: f32,
}
@group(0) @binding(0)
var<uniform> screen: ScreenSize;
@group(1) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(1) @binding(1)
var s_diffuse: sampler;
struct RectInstance {
@location(0) aabb: vec4<f32>, // pos aabb for the glyph
@location(1) color: vec4<f32>,
@location(2) border_radius: vec4<f32>,
@location(3) border_color: vec4<f32>,
// border_thickness, border_softness, _unused, _unused
@location(4) others: vec4<f32>,
}
struct TexturedRectInstance {
@location(0) aabb: vec4<f32>, // pos aabb for the glyph
@location(1) color: vec4<f32>,
@location(2) border_radius: vec4<f32>,
@location(3) border_color: vec4<f32>,
// border_thickness, border_softness, _unused, _unused
@location(4) others: vec4<f32>,
// for the texture
@location(5) uv: vec4<f32>,
}
struct GlyphInstance {
@location(0) pos: vec4<f32>, // pos aabb for the glyph
@location(1) color: vec4<f32>,
@location(2) uv: vec4<f32>, // uv aabb in the texture atlas
}
// we calculate the vertices here in the shader instead of passing a vertex buffer
struct PosVertex {
pos: vec2<f32>,
}
struct PosUvVertex {
pos: vec2<f32>,
uv: vec2<f32>
}
struct RectVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) offset: vec2<f32>, // offset from center
@location(1) size: vec2<f32>,
@location(2) color: vec4<f32>,
@location(3) border_radius: vec4<f32>,
@location(4) border_color: vec4<f32>,
// border_thickness, border_softness, _unused, _unused
@location(5) others: vec4<f32>,
};
struct TexturedRectVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) offset: vec2<f32>, // offset from center
@location(1) size: vec2<f32>,
@location(2) color: vec4<f32>,
@location(3) border_radius: vec4<f32>,
@location(4) border_color: vec4<f32>,
// border_thickness, border_softness, _unused, _unused
@location(5) others: vec4<f32>,
@location(6) uv: vec2<f32>,
};
struct GlyphVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
@location(2) offset: vec2<f32>, // offset from center
@location(3) size: vec2<f32>,
};
@vertex
fn rect_vs(
@builtin(vertex_index) vertex_index: u32,
instance: RectInstance,
) -> RectVertexOutput {
let vertex = pos_vertex(vertex_index, instance.aabb);
let device_pos = vec2<f32>((vertex.pos.x / screen.width) * 2.0 - 1.0, 1.0 - (vertex.pos.y / screen.height) * 2.0) ;
let center = (instance.aabb.xy + instance.aabb.zw) * 0.5;
var out: RectVertexOutput;
out.clip_position = vec4<f32>(device_pos, 0.0, 1.0);
out.offset = vertex.pos - center;
out.size = instance.aabb.zw - instance.aabb.xy;
out.color = instance.color;
out.border_radius = instance.border_radius;
out.border_color = instance.border_color;
out.others = instance.others;
return out;
}
@fragment
fn rect_fs(in: RectVertexOutput) -> @location(0) vec4<f32> {
let sdf = rounded_box_sdf(in.offset, in.size, in.border_radius);
let color: vec4<f32> = mix(in.color, in.border_color, smoothstep(0.0, 1.0, ((sdf + in.others[0]) / in.others[1]) ));
let alpha = min(color.a, smoothstep(1.0, 0.0, sdf + 0.5)); // the + 0.5 makes the edge a bit smoother
// return vec4(in.color.rgb, alpha);
return vec4(color.rgb, alpha);
}
@vertex
fn textured_rect_vs(
@builtin(vertex_index) vertex_index: u32,
instance: TexturedRectInstance,
) -> TexturedRectVertexOutput {
let vertex = pos_uv_vertex(vertex_index, instance.aabb, instance.uv);
let device_pos = vec2<f32>((vertex.pos.x / screen.width) * 2.0 - 1.0, 1.0 - (vertex.pos.y / screen.height) * 2.0) ;
let center = (instance.aabb.xy + instance.aabb.zw) * 0.5;
var out: TexturedRectVertexOutput;
out.clip_position = vec4<f32>(device_pos, 0.0, 1.0);
out.offset = vertex.pos - center;
out.size = instance.aabb.zw - instance.aabb.xy;
out.color = instance.color;
out.border_radius = instance.border_radius;
out.border_color = instance.border_color;
out.others = instance.others;
out.uv = vertex.uv;
return out;
}
@fragment
fn textured_rect_fs(in: TexturedRectVertexOutput) -> @location(0) vec4<f32> {
// return vec4(0.5, 0.8,0.8,1.0);
let sdf = rounded_box_sdf(in.offset, in.size, in.border_radius);
let image_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.uv);
let image_color_tinted: vec3<f32> = mix(image_color.rgb, image_color.rgb * in.color.rgb, in.color.a);
// todo! add borders and other fancy stuff from above in rect_fs
return vec4(image_color_tinted, image_color.a);
}
@vertex
fn glyph_vs(
@builtin(vertex_index) vertex_index: u32,
instance: GlyphInstance,
) -> GlyphVertexOutput {
let vertex = pos_uv_vertex(vertex_index, instance.pos, instance.uv);
let device_pos = vec2<f32>((vertex.pos.x / screen.width) * 2.0 - 1.0, 1.0 - (vertex.pos.y / screen.height) * 2.0) ;
let center = instance.pos.xy + instance.pos.zw * 0.5;
var out: GlyphVertexOutput;
out.clip_position = vec4<f32>(device_pos, 0.0, 1.0);
out.color = instance.color;
out.uv = vertex.uv;
out.offset = vertex.pos - center;
out.size = instance.pos.zw;
return out;
}
@fragment
fn glyph_fs(in: GlyphVertexOutput) -> @location(0) vec4<f32> {
let image_color = textureSample(t_diffuse, s_diffuse, in.uv);
let color = mix(image_color.rgb, image_color.rgb * in.color.rgb, in.color.a);
return vec4(color, image_color.a);
}
// given some bounding box aabb [f32;4] being min x, min y, max x, max y,
// extracts the x,y position [f32;2] for the given index in a counter clockwise quad:
// 0 ------ 1
// | . |
// | . |
// | . |
// 3 ------ 2
fn pos_vertex(idx: u32, aabb: vec4<f32>) -> PosVertex {
var out: PosVertex;
switch idx {
case 0u, 4u: {
out.pos = vec2<f32>(aabb.x, aabb.y); // min x, min y
}
case 1u: {
out.pos = vec2<f32>(aabb.x, aabb.w); // min x, max y
}
case 2u, 5u: {
out.pos = vec2<f32>(aabb.z, aabb.w); // max x, max y
}
case 3u, default: {
out.pos = vec2<f32>(aabb.z, aabb.y); // max x, min y
}
}
return out;
}
// given some bounding box aabb [f32;4] being min x, min y, max x, max y,
// extracts the x,y position [f32;2] for the given index in a counter clockwise quad:
// 0 ------ 1
// | . |
// | . |
// | . |
// 3 ------ 2
fn pos_uv_vertex(idx: u32, pos: vec4<f32>, uv: vec4<f32>) -> PosUvVertex {
var out: PosUvVertex;
switch idx {
case 0u, 4u: {
out.pos = vec2<f32>(pos.x, pos.y); // min x, min y
out.uv = vec2<f32>(uv.x, uv.y);
}
case 1u: {
out.pos = vec2<f32>(pos.x, pos.w); // min x, max y
out.uv = vec2<f32>(uv.x, uv.w);
}
case 2u, 5u: {
out.pos = vec2<f32>(pos.z, pos.w); // max x, max y
out.uv = vec2<f32>(uv.z, uv.w);
}
case 3u, default: {
out.pos = vec2<f32>(pos.z, pos.y); // max x, min y
out.uv = vec2<f32>(uv.z, uv.y);
}
}
return out;
}
fn rounded_box_sdf(offset: vec2<f32>, size: vec2<f32>, border_radius: vec4<f32>) -> f32 {
let r = select(border_radius.xw, border_radius.yz, offset.x > 0.0);
let r2 = select(r.x, r.y, offset.y > 0.0);
let q: vec2<f32> = abs(offset) - size / 2.0 + vec2<f32>(r2);
let q2: f32 = min(max(q.x, q.y), 0.0);
let l = length(max(q, vec2(0.0)));
return q2 + l - r2;
}