struct SolidVertexInput { @builtin(vertex_index) vertex_index: u32, @location(0) color: vec4, @location(1) pos: vec2, @location(2) scale: vec2, @location(3) border_color: vec4, @location(4) border_radius: vec4, @location(5) border_width: f32, @location(6) shadow_color: vec4, @location(7) shadow_offset: vec2, @location(8) shadow_blur_radius: f32, @location(9) snap: u32, } struct SolidVertexOutput { @builtin(position) position: vec4, @location(0) color: vec4, @location(1) border_color: vec4, @location(2) pos: vec2, @location(3) scale: vec2, @location(4) border_radius: vec4, @location(5) border_width: f32, @location(6) shadow_color: vec4, @location(7) shadow_offset: vec2, @location(8) shadow_blur_radius: f32, } @vertex fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput { var out: SolidVertexOutput; var pos: vec2 = (input.pos + min(input.shadow_offset, vec2(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale; var scale: vec2 = (input.scale + vec2(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale; var pos_snap = vec2(0.0, 0.0); var scale_snap = vec2(0.0, 0.0); if bool(input.snap) { pos_snap = round(pos + vec2(0.001, 0.001)) - pos; scale_snap = round(pos + scale + vec2(0.001, 0.001)) - pos - pos_snap - scale; } let border_radius = min(input.border_radius, vec4(min(input.scale.x, input.scale.y) / 2.0)); var transform: mat4x4 = mat4x4( vec4(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0), vec4(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(pos + pos_snap - vec2(0.5, 0.5), 0.0, 1.0) ); out.position = globals.transform * transform * vec4(vertex_position(input.vertex_index), 0.0, 1.0); out.color = premultiply(input.color); out.border_color = premultiply(input.border_color); out.pos = input.pos * globals.scale + pos_snap; out.scale = input.scale * globals.scale + scale_snap; out.border_radius = border_radius * globals.scale; out.border_width = input.border_width * globals.scale; out.shadow_color = premultiply(input.shadow_color); out.shadow_offset = input.shadow_offset * globals.scale; out.shadow_blur_radius = input.shadow_blur_radius * globals.scale; return out; } @fragment fn solid_fs_main( input: SolidVertexOutput ) -> @location(0) vec4 { var mixed_color: vec4 = input.color; var dist = rounded_box_sdf( -(input.position.xy - input.pos - input.scale * 0.5) * 2.0, input.scale, input.border_radius * 2.0 ) / 2.0; if (input.border_width > 0.0) { mixed_color = mix( input.color, input.border_color, clamp(0.5 + dist + input.border_width, 0.0, 1.0) ); } var quad_alpha: f32 = clamp(0.5-dist, 0.0, 1.0); let quad_color = mixed_color * quad_alpha; if input.shadow_color.a > 0.0 { var shadow_dist: f32 = rounded_box_sdf( -(input.position.xy - input.pos - input.shadow_offset - input.scale/2.0) * 2.0, input.scale, input.border_radius * 2.0 ) / 2.0; let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, max(shadow_dist, 0.0)); return mix(quad_color, input.shadow_color, (1.0 - quad_alpha) * shadow_alpha); } else { return quad_color; } }