struct CircleParams {
center: vec2<f32>, // ⬅️ 圆心坐标(像素坐标)
radius: f32, // ⬅️ 圆半径
border_thickness: f32, // ⬅️ 边框宽度
fill_color: vec4<f32>, // ⬅️ 填充颜色
border_color: vec4<f32>, // ⬅️ 边框颜色
// resolution: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> params: CircleParams;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
var positions = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
);
var out: VertexOutput;
out.position = vec4<f32>(positions[index], 0.0, 1.0);
return out;
}
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let uv = pos.xy;
let dist = distance(uv, params.center);
let outer = params.radius;
let inner = params.radius - params.border_thickness;
let aa = 1.0;
// 抗锯齿边缘
let outer_fade = smoothstep(outer + aa, outer - aa, dist); // 外边界 fade out
let inner_fade = smoothstep(inner - aa, inner + aa, dist); // 内边界 fade in
// 计算区域
let in_outer = outer_fade; // [0,1]
let in_inner = 1.0 - inner_fade; // [0,1]
var border_alpha=in_outer * (1.0 - in_inner);// 在内外之间 → 边框
if (params.border_thickness == 0.0){
border_alpha=0.0;
}
// let border_alpha = in_outer * (1.0 - in_inner); // 在内外之间 → 边框
let fill_alpha = in_inner; // 在内圆之内
let border = params.border_color * border_alpha;
let fill = params.fill_color * fill_alpha;
let final_color = fill + border;
// 如果都在外面,final_color会为 0
return final_color;
}