struct View { view_proj: mat4x4<f32>; world_position: vec3<f32>; }; [[group(0), binding(0)]] var<uniform> view: View; struct VertexOutput { [[builtin(position)]] position: vec4<f32>; [[location(0)]] color: vec4<f32>; [[location(1)]] uv: vec3<f32>; [[location(2)]] pos: vec2<f32>; [[location(3)]] size: vec2<f32>; [[location(4)]] screen_position: vec2<f32>; [[location(5)]] border_radius: f32; }; [[stage(vertex)]] fn vertex( [[location(0)]] vertex_position: vec3<f32>, [[location(1)]] vertex_color: vec4<f32>, [[location(2)]] vertex_uv: vec4<f32>, [[location(3)]] vertex_pos_size: vec4<f32>, ) -> VertexOutput { var out: VertexOutput; out.color = vertex_color; out.pos = vertex_pos_size.xy; out.position = view.view_proj * vec4<f32>(vertex_position, 1.0); out.screen_position = (view.view_proj * vec4<f32>(vertex_position, 1.0)).xy; out.uv = vertex_uv.xyz; out.size = vertex_pos_size.zw; out.border_radius = vertex_uv.w; return out; } [[group(1), binding(0)]] var font_texture: texture_2d_array<f32>; [[group(1), binding(1)]] var font_sampler: sampler; [[stage(fragment)]] fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> { var px_range = 2.5; var tex_dimensions = textureDimensions(font_texture); var msdf_unit = vec2<f32>(px_range, px_range) / vec2<f32>(f32(tex_dimensions.x), f32(tex_dimensions.y)); var x = textureSample(font_texture, font_sampler, vec2<f32>(in.uv.x, in.uv.y), i32(in.uv.z)); var v = max(min(x.r, x.g), min(max(x.r, x.g), x.b)); var sig_dist = (v - 0.5) * dot(msdf_unit, 0.5 / fwidth(in.uv.xy)); var a = clamp(sig_dist + 0.5, 0.0, 1.0); return vec4<f32>(in.color.rgb, a); }