struct GlyphInstance {
@location(0) pos: vec2<f32>,
@location(1) size: vec2<f32>,
@location(2) uv_pos: vec2<f32>,
@location(3) uv_size: vec2<f32>,
@location(4) color: vec4<f32>,
@location(5) bg_color: vec4<f32>,
@location(6) clip_rect: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) bg_color: vec4<f32>,
@location(3) uv_size: vec2<f32>,
@location(4) clip_rect: vec4<f32>,
};
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;
@group(1) @binding(0)
var<uniform> screen_size: vec2<f32>;
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
instance: GlyphInstance,
) -> VertexOutput {
var out: VertexOutput;
var pos_quad = array<vec2<f32>, 4>(
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
);
let p = pos_quad[vertex_index];
let world_pos = instance.pos + p * instance.size;
let clip_x = (world_pos.x / screen_size.x) * 2.0 - 1.0;
let clip_y = 1.0 - (world_pos.y / screen_size.y) * 2.0;
out.clip_position = vec4<f32>(clip_x, clip_y, 0.0, 1.0);
out.uv = instance.uv_pos + p * instance.uv_size;
out.color = instance.color;
out.bg_color = instance.bg_color;
out.uv_size = instance.uv_size;
out.clip_rect = instance.clip_rect;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Hardware clipping
if (in.clip_position.x < in.clip_rect.x || in.clip_position.x > in.clip_rect.x + in.clip_rect.z ||
in.clip_position.y < in.clip_rect.y || in.clip_position.y > in.clip_rect.y + in.clip_rect.w) {
discard;
}
// Detect solid color mode (used for continuous line highlights)
if (in.uv_size.x < 0.00001 && in.uv_size.y < 0.00001) {
return in.bg_color;
}
let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
if (in.bg_color.a > 0.5) {
return tex_color;
} else {
return vec4<f32>(in.color.rgb, in.color.a * tex_color.a);
}
}