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, }; @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; @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { var px_range = 4.5; 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); }