struct View { view_proj: mat4x4<f32>, world_position: vec3<f32>, }; @group(0) @binding(0) var<uniform> view: View; struct QuadType { t: i32, _padding_1: i32, _padding_2: i32, _padding_3: i32, }; @group(2) @binding(0) var<uniform> quad_type: QuadType; 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) border_radius: f32, @location(5) pixel_position: vec2<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_position.xy - vertex_pos_size.xy); out.position = view.view_proj * vec4<f32>(vertex_position, 1.0); out.pixel_position = out.position.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; @group(3) @binding(0) var image_texture: texture_2d<f32>; @group(3) @binding(1) var image_sampler: sampler; let RADIUS: f32 = 0.1; // Where P is the position in pixel space, B is the size of the box adn R is the radius of the current corner. fn sdRoundBox(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32 { var q = abs(p) - b + r; return min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0))) - r; } fn median3(v: vec3<f32>) -> f32 { return max(min(v.x, v.y), min(max(v.x, v.y), v.z)); } fn sample_sdf(coords: vec2<f32>, arr: i32, scale: f32) -> f32 { let sample = textureSample(font_texture, font_sampler, vec2(coords.xy), arr); return clamp((median3(sample.rgb) - 0.5) * scale + 0.5, 0., 1.); } fn range_curve(font_size: f32) -> f32 { return (8.528 - 9.428 * font_size + 3.428 * pow(font_size, 2.0)) + 1.0; } @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { if quad_type.t == 0 { var size = in.size; var pos = in.pos.xy * 2.0; // Lock border to max size. This is similar to how HTML/CSS handles border radius. var bs = min(in.border_radius * 2.0, min(size.x, size.y)); var rect_dist = sdRoundBox( pos - size, size, bs, ); rect_dist = 1.0 - smoothstep(0.0, fwidth(rect_dist), rect_dist); return vec4<f32>(in.color.rgb, rect_dist * in.color.a); } if quad_type.t == 1 { // var px_range = 4.5; let font_size = min(max(in.size.y, 0.0), 32.0) / 32.0; var px_range = range_curve(font_size); var tex_dimensions = textureDimensions(font_texture); var msdf_unit = vec2(px_range, px_range) / vec2(f32(tex_dimensions.x), f32(tex_dimensions.y)); let subpixel_width = fwidth(in.uv.x) / 3.; let scale = dot(msdf_unit, 0.5 / fwidth(in.uv.xy)); // RGB stripe sub-pixel arrangement let red = sample_sdf(vec2(in.uv.x - subpixel_width, 1. - in.uv.y), i32(in.uv.z), scale); let green = sample_sdf(vec2(in.uv.x, 1. - in.uv.y), i32(in.uv.z), scale); let blue = sample_sdf(vec2(in.uv.x + subpixel_width, 1. - in.uv.y), i32(in.uv.z), scale); // fudge: this really should be somehow blended per-channel, using alpha here is a nasty hack let alpha = clamp(0.4 * (red + green + blue), 0., 1.); return vec4(red * in.color.r, green * in.color.g, blue * in.color.b, alpha); } if quad_type.t == 2 { // var px_range = 5.5; let font_size = min(max(in.size.y, 0.0), 32.0) / 32.0; var px_range = range_curve(font_size); var tex_dimensions = textureDimensions(font_texture); var msdf_unit = vec2(px_range, px_range) / vec2(f32(tex_dimensions.x), f32(tex_dimensions.y)); let scale = dot(msdf_unit, 0.5 / fwidth(in.uv.xy)); let alpha = sample_sdf(vec2(in.uv.x, 1. - in.uv.y), i32(in.uv.z), scale); return vec4(in.color.rgb, alpha); } if quad_type.t == 3 { var bs = min(in.border_radius, min(in.size.x, in.size.y)); var mask = sdRoundBox( in.pos.xy * 2.0 - (in.size.xy), in.size.xy, bs, ); mask = 1.0 - smoothstep(0.0, fwidth(mask), mask); var color = textureSample(image_texture, image_sampler, vec2<f32>(in.uv.x, 1.0 - in.uv.y)); return vec4<f32>(color.rgb * in.color.rgb, color.a * in.color.a * mask); } return in.color; }