struct GlobalParams { viewport_size: vec2<f32>, premultiplied_alpha: u32, pad: u32,} var<uniform> globals: GlobalParams;var t_sprite: texture_2d<f32>;var s_sprite: sampler; const M_PI_F: f32 = 3.1415926;const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722); struct Bounds { origin: vec2<f32>, size: vec2<f32>,} struct Corners { top_left: f32, top_right: f32, bottom_right: f32, bottom_left: f32,} struct Edges { top: f32, right: f32, bottom: f32, left: f32,} struct Hsla { h: f32, s: f32, l: f32, a: f32,} struct LinearColorStop { color: Hsla, percentage: f32,} struct Background { // 0u is Solid // 1u is LinearGradient // 2u is PatternSlash tag: u32, // 0u is sRGB linear color // 1u is Oklab color color_space: u32, solid: Hsla, gradient_angle_or_pattern_height: f32, colors: array<LinearColorStop, 2>, pad: u32,} struct AtlasTextureId { index: u32, kind: u32,} struct AtlasBounds { origin: vec2<i32>, size: vec2<i32>,} struct AtlasTile { texture_id: AtlasTextureId, tile_id: u32, padding: u32, bounds: AtlasBounds,} struct TransformationMatrix { rotation_scale: mat2x2<f32>, translation: vec2<f32>,} fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> { let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0); return vec4<f32>(device_position, 0.0, 1.0);} fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> { let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin; return to_device_position_impl(position);} fn to_device_position_transformed(unit_vertex: vec2<f32>, bounds: Bounds, transform: TransformationMatrix) -> vec4<f32> { let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin; //Note: Rust side stores it as row-major, so transposing here let transformed = transpose(transform.rotation_scale) * position + transform.translation; return to_device_position_impl(transformed);} fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> { let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0)); return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size;} fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> { let tl = position - clip_bounds.origin; let br = clip_bounds.origin + clip_bounds.size - position; return vec4<f32>(tl.x, br.x, tl.y, br.y);} fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> { let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin; return distance_from_clip_rect_impl(position, clip_bounds);} // https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glslfn srgb_to_linear(srgb: vec3<f32>) -> vec3<f32> { let cutoff = srgb < vec3<f32>(0.04045); let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4)); let lower = srgb / vec3<f32>(12.92); return select(higher, lower, cutoff);} fn linear_to_srgb(linear: vec3<f32>) -> vec3<f32> { let cutoff = linear < vec3<f32>(0.0031308); let higher = vec3<f32>(1.055) * pow(linear, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055); let lower = linear * vec3<f32>(12.92); return select(higher, lower, cutoff);} /// Convert a linear color to sRGBA space.fn linear_to_srgba(color: vec4<f32>) -> vec4<f32> { return vec4<f32>(linear_to_srgb(color.rgb), color.a);} /// Convert a sRGBA color to linear space.fn srgba_to_linear(color: vec4<f32>) -> vec4<f32> { return vec4<f32>(srgb_to_linear(color.rgb), color.a);} /// Hsla to linear RGBA conversion.fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> { let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range let s = hsla.s; let l = hsla.l; let a = hsla.a; let c = (1.0 - abs(2.0 * l - 1.0)) * s; let x = c * (1.0 - abs(h % 2.0 - 1.0)); let m = l - c / 2.0; var color = vec3<f32>(m); if (h >= 0.0 && h < 1.0) { color.r += c; color.g += x; } else if (h >= 1.0 && h < 2.0) { color.r += x; color.g += c; } else if (h >= 2.0 && h < 3.0) { color.g += c; color.b += x; } else if (h >= 3.0 && h < 4.0) { color.g += x; color.b += c; } else if (h >= 4.0 && h < 5.0) { color.r += x; color.b += c; } else { color.r += c; color.b += x; } // Input colors are assumed to be in sRGB space, // but blending and rendering needs to happen in linear space. // The output will be converted to sRGB by either the target // texture format or the swapchain color space. let linear = srgb_to_linear(color); return vec4<f32>(linear, a);} /// Convert a linear sRGB to Oklab space./// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklabfn linear_srgb_to_oklab(color: vec4<f32>) -> vec4<f32> { let l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b; let m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b; let s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b; let l_ = pow(l, 1.0 / 3.0); let m_ = pow(m, 1.0 / 3.0); let s_ = pow(s, 1.0 / 3.0); return vec4<f32>( 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_, 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_, 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_, color.a );} /// Convert an Oklab color to linear sRGB space.fn oklab_to_linear_srgb(color: vec4<f32>) -> vec4<f32> { let l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b; let m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b; let s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b; let l = l_ * l_ * l_; let m = m_ * m_ * m_; let s = s_ * s_ * s_; return vec4<f32>( 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s, color.a );} fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> { let alpha = above.a + below.a * (1.0 - above.a); let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha; return vec4<f32>(color, alpha);} // A standard gaussian function, used for weighting samplesfn gaussian(x: f32, sigma: f32) -> f32{ return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);} // This approximates the error function, needed for the gaussian integralfn erf(v: vec2<f32>) -> vec2<f32> { let s = sign(v); let a = abs(v); let r1 = 1.0 + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a; let r2 = r1 * r1; return s - s / (r2 * r2);} fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 { let delta = min(half_size.y - corner - abs(y), 0.0); let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma)); return integral.y - integral.x;} fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 { if (point.x < 0.0) { if (point.y < 0.0) { return radii.top_left; } else { return radii.bottom_left; } } else { if (point.y < 0.0) { return radii.top_right; } else { return radii.bottom_right; } }} fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 { let half_size = bounds.size / 2.0; let center = bounds.origin + half_size; let center_to_point = point - center; let corner_radius = pick_corner_radius(center_to_point, corner_radii); let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; return length(max(vec2<f32>(0.0), rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius;} // Abstract away the final color transformation based on the// target alpha compositing mode.fn blend_color(color: vec4<f32>, alpha_factor: f32) -> vec4<f32> { let alpha = color.a * alpha_factor; let multiplier = select(1.0, alpha, globals.premultiplied_alpha != 0u); return vec4<f32>(color.rgb * multiplier, alpha);} struct GradientColor { solid: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>,} fn prepare_gradient_color(tag: u32, color_space: u32, solid: Hsla, colors: array<LinearColorStop, 2>) -> GradientColor { var result = GradientColor(); if (tag == 0u || tag == 2u) { result.solid = hsla_to_rgba(solid); } else if (tag == 1u) { // The hsla_to_rgba is returns a linear sRGB color result.color0 = hsla_to_rgba(colors[0].color); result.color1 = hsla_to_rgba(colors[1].color); // Prepare color space in vertex for avoid conversion // in fragment shader for performance reasons if (color_space == 0u) { // sRGB result.color0 = linear_to_srgba(result.color0); result.color1 = linear_to_srgba(result.color1); } else if (color_space == 1u) { // Oklab result.color0 = linear_srgb_to_oklab(result.color0); result.color1 = linear_srgb_to_oklab(result.color1); } } return result;} fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds, solid_color: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>) -> vec4<f32> { var background_color = vec4<f32>(0.0); switch (background.tag) { default: { return solid_color; } case 1u: { // Linear gradient background. // -90 degrees to match the CSS gradient angle. let angle = background.gradient_angle_or_pattern_height; let radians = (angle % 360.0 - 90.0) * M_PI_F / 180.0; var direction = vec2<f32>(cos(radians), sin(radians)); let stop0_percentage = background.colors[0].percentage; let stop1_percentage = background.colors[1].percentage; // Expand the short side to be the same as the long side if (bounds.size.x > bounds.size.y) { direction.y *= bounds.size.y / bounds.size.x; } else { direction.x *= bounds.size.x / bounds.size.y; } // Get the t value for the linear gradient with the color stop percentages. let half_size = bounds.size / 2.0; let center = bounds.origin + half_size; let center_to_point = position - center; var t = dot(center_to_point, direction) / length(direction); // Check the direct to determine the use x or y if (abs(direction.x) > abs(direction.y)) { t = (t + half_size.x) / bounds.size.x; } else { t = (t + half_size.y) / bounds.size.y; } // Adjust t based on the stop percentages t = (t - stop0_percentage) / (stop1_percentage - stop0_percentage); t = clamp(t, 0.0, 1.0); switch (background.color_space) { default: { background_color = srgba_to_linear(mix(color0, color1, t)); } case 1u: { let oklab_color = mix(color0, color1, t); background_color = oklab_to_linear_srgb(oklab_color); } } } case 2u: { let pattern_height = background.gradient_angle_or_pattern_height; let stripe_angle = M_PI_F / 4.0; let pattern_period = pattern_height * sin(stripe_angle); let rotation = mat2x2<f32>( cos(stripe_angle), -sin(stripe_angle), sin(stripe_angle), cos(stripe_angle) ); let relative_position = position - bounds.origin; let rotated_point = rotation * relative_position; let pattern = rotated_point.x % pattern_period; let distance = min(pattern, pattern_period - pattern) - pattern_period / 4; background_color = solid_color; background_color.a *= saturate(0.5 - distance); } } return background_color;} // --- quads --- // struct Quad { order: u32, pad: u32, bounds: Bounds, content_mask: Bounds, background: Background, border_color: Hsla, corner_radii: Corners, border_widths: Edges,}var<storage, read> b_quads: array<Quad>; struct QuadVarying { @builtin(position) position: vec4<f32>, @location(0) @interpolate(flat) border_color: vec4<f32>, @location(1) @interpolate(flat) quad_id: u32, // TODO: use `clip_distance` once Naga supports it @location(2) clip_distances: vec4<f32>, @location(3) @interpolate(flat) background_solid: vec4<f32>, @location(4) @interpolate(flat) background_color0: vec4<f32>, @location(5) @interpolate(flat) background_color1: vec4<f32>,} @vertexfn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying { let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u)); let quad = b_quads[instance_id]; var out = QuadVarying(); out.position = to_device_position(unit_vertex, quad.bounds); let gradient = prepare_gradient_color( quad.background.tag, quad.background.color_space, quad.background.solid, quad.background.colors ); out.background_solid = gradient.solid; out.background_color0 = gradient.color0; out.background_color1 = gradient.color1; out.border_color = hsla_to_rgba(quad.border_color); out.quad_id = instance_id; out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask); return out;} @fragmentfn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> { // Alpha clip first, since we don't have `clip_distance`. if (any(input.clip_distances < vec4<f32>(0.0))) { return vec4<f32>(0.0); } let quad = b_quads[input.quad_id]; let half_size = quad.bounds.size / 2.0; let center = quad.bounds.origin + half_size; let center_to_point = input.position.xy - center; let background_color = gradient_color(quad.background, input.position.xy, quad.bounds, input.background_solid, input.background_color0, input.background_color1); // Fast path when the quad is not rounded and doesn't have any border. if (quad.corner_radii.top_left == 0.0 && quad.corner_radii.bottom_left == 0.0 && quad.corner_radii.top_right == 0.0 && quad.corner_radii.bottom_right == 0.0 && quad.border_widths.top == 0.0 && quad.border_widths.left == 0.0 && quad.border_widths.right == 0.0 && quad.border_widths.bottom == 0.0) { return blend_color(background_color, 1.0); } let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii); let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; let distance = length(max(vec2<f32>(0.0), rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius; let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0); let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0); let inset_size = half_size - corner_radius - vec2<f32>(vertical_border, horizontal_border); let point_to_inset_corner = abs(center_to_point) - inset_size; var border_width = 0.0; if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) { border_width = 0.0; } else if (point_to_inset_corner.y > point_to_inset_corner.x) { border_width = horizontal_border; } else { border_width = vertical_border; } var color = background_color; if (border_width > 0.0) { let inset_distance = distance + border_width; // Blend the border on top of the background and then linearly interpolate // between the two as we slide inside the background. let blended_border = over(background_color, input.border_color); color = mix(blended_border, background_color, saturate(0.5 - inset_distance)); } return blend_color(color, saturate(0.5 - distance));} // --- shadows --- // struct Shadow { order: u32, blur_radius: f32, bounds: Bounds, corner_radii: Corners, content_mask: Bounds, color: Hsla,}var<storage, read> b_shadows: array<Shadow>; struct ShadowVarying {Lines 1–500 of 861. 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struct GlobalParams { viewport_size: vec2<f32>, premultiplied_alpha: u32, pad: u32, } var<uniform> globals: GlobalParams; var t_sprite: texture_2d<f32>; var s_sprite: sampler; const M_PI_F: f32 = 3.1415926; const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722); struct Bounds { origin: vec2<f32>, size: vec2<f32>, } struct Corners { top_left: f32, top_right: f32, bottom_right: f32, bottom_left: f32, } struct Edges { top: f32, right: f32, bottom: f32, left: f32, } struct Hsla { h: f32, s: f32, l: f32, a: f32, } struct LinearColorStop { color: Hsla, percentage: f32, } struct Background { // 0u is Solid // 1u is LinearGradient // 2u is PatternSlash tag: u32, // 0u is sRGB linear color // 1u is Oklab color color_space: u32, solid: Hsla, gradient_angle_or_pattern_height: f32, colors: array<LinearColorStop, 2>, pad: u32, } struct AtlasTextureId { index: u32, kind: u32, } struct AtlasBounds { origin: vec2<i32>, size: vec2<i32>, } struct AtlasTile { texture_id: AtlasTextureId, tile_id: u32, padding: u32, bounds: AtlasBounds, } struct TransformationMatrix { rotation_scale: mat2x2<f32>, translation: vec2<f32>, } fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> { let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0); return vec4<f32>(device_position, 0.0, 1.0); } fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> { let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin; return to_device_position_impl(position); } fn to_device_position_transformed(unit_vertex: vec2<f32>, bounds: Bounds, transform: TransformationMatrix) -> vec4<f32> { let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin; //Note: Rust side stores it as row-major, so transposing here let transformed = transpose(transform.rotation_scale) * position + transform.translation; return to_device_position_impl(transformed); } fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> { let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0)); return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size; } fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> { let tl = position - clip_bounds.origin; let br = clip_bounds.origin + clip_bounds.size - position; return vec4<f32>(tl.x, br.x, tl.y, br.y); } fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> { let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin; return distance_from_clip_rect_impl(position, clip_bounds); } // https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl fn srgb_to_linear(srgb: vec3<f32>) -> vec3<f32> { let cutoff = srgb < vec3<f32>(0.04045); let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4)); let lower = srgb / vec3<f32>(12.92); return select(higher, lower, cutoff); } fn linear_to_srgb(linear: vec3<f32>) -> vec3<f32> { let cutoff = linear < vec3<f32>(0.0031308); let higher = vec3<f32>(1.055) * pow(linear, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055); let lower = linear * vec3<f32>(12.92); return select(higher, lower, cutoff); } /// Convert a linear color to sRGBA space. fn linear_to_srgba(color: vec4<f32>) -> vec4<f32> { return vec4<f32>(linear_to_srgb(color.rgb), color.a); } /// Convert a sRGBA color to linear space. fn srgba_to_linear(color: vec4<f32>) -> vec4<f32> { return vec4<f32>(srgb_to_linear(color.rgb), color.a); } /// Hsla to linear RGBA conversion. fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> { let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range let s = hsla.s; let l = hsla.l; let a = hsla.a; let c = (1.0 - abs(2.0 * l - 1.0)) * s; let x = c * (1.0 - abs(h % 2.0 - 1.0)); let m = l - c / 2.0; var color = vec3<f32>(m); if (h >= 0.0 && h < 1.0) { color.r += c; color.g += x; } else if (h >= 1.0 && h < 2.0) { color.r += x; color.g += c; } else if (h >= 2.0 && h < 3.0) { color.g += c; color.b += x; } else if (h >= 3.0 && h < 4.0) { color.g += x; color.b += c; } else if (h >= 4.0 && h < 5.0) { color.r += x; color.b += c; } else { color.r += c; color.b += x; } // Input colors are assumed to be in sRGB space, // but blending and rendering needs to happen in linear space. // The output will be converted to sRGB by either the target // texture format or the swapchain color space. let linear = srgb_to_linear(color); return vec4<f32>(linear, a); } /// Convert a linear sRGB to Oklab space. /// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab fn linear_srgb_to_oklab(color: vec4<f32>) -> vec4<f32> { let l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b; let m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b; let s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b; let l_ = pow(l, 1.0 / 3.0); let m_ = pow(m, 1.0 / 3.0); let s_ = pow(s, 1.0 / 3.0); return vec4<f32>( 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_, 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_, 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_, color.a ); } /// Convert an Oklab color to linear sRGB space. fn oklab_to_linear_srgb(color: vec4<f32>) -> vec4<f32> { let l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b; let m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b; let s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b; let l = l_ * l_ * l_; let m = m_ * m_ * m_; let s = s_ * s_ * s_; return vec4<f32>( 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s, color.a ); } fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> { let alpha = above.a + below.a * (1.0 - above.a); let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha; return vec4<f32>(color, alpha); } // A standard gaussian function, used for weighting samples fn gaussian(x: f32, sigma: f32) -> f32{ return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma); } // This approximates the error function, needed for the gaussian integral fn erf(v: vec2<f32>) -> vec2<f32> { let s = sign(v); let a = abs(v); let r1 = 1.0 + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a; let r2 = r1 * r1; return s - s / (r2 * r2); } fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 { let delta = min(half_size.y - corner - abs(y), 0.0); let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma)); return integral.y - integral.x; } fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 { if (point.x < 0.0) { if (point.y < 0.0) { return radii.top_left; } else { return radii.bottom_left; } } else { if (point.y < 0.0) { return radii.top_right; } else { return radii.bottom_right; } } } fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 { let half_size = bounds.size / 2.0; let center = bounds.origin + half_size; let center_to_point = point - center; let corner_radius = pick_corner_radius(center_to_point, corner_radii); let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; return length(max(vec2<f32>(0.0), rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius; } // Abstract away the final color transformation based on the // target alpha compositing mode. fn blend_color(color: vec4<f32>, alpha_factor: f32) -> vec4<f32> { let alpha = color.a * alpha_factor; let multiplier = select(1.0, alpha, globals.premultiplied_alpha != 0u); return vec4<f32>(color.rgb * multiplier, alpha); } struct GradientColor { solid: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>, } fn prepare_gradient_color(tag: u32, color_space: u32, solid: Hsla, colors: array<LinearColorStop, 2>) -> GradientColor { var result = GradientColor(); if (tag == 0u || tag == 2u) { result.solid = hsla_to_rgba(solid); } else if (tag == 1u) { // The hsla_to_rgba is returns a linear sRGB color result.color0 = hsla_to_rgba(colors[0].color); result.color1 = hsla_to_rgba(colors[1].color); // Prepare color space in vertex for avoid conversion // in fragment shader for performance reasons if (color_space == 0u) { // sRGB result.color0 = linear_to_srgba(result.color0); result.color1 = linear_to_srgba(result.color1); } else if (color_space == 1u) { // Oklab result.color0 = linear_srgb_to_oklab(result.color0); result.color1 = linear_srgb_to_oklab(result.color1); } } return result; } fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds, solid_color: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>) -> vec4<f32> { var background_color = vec4<f32>(0.0); switch (background.tag) { default: { return solid_color; } case 1u: { // Linear gradient background. // -90 degrees to match the CSS gradient angle. let angle = background.gradient_angle_or_pattern_height; let radians = (angle % 360.0 - 90.0) * M_PI_F / 180.0; var direction = vec2<f32>(cos(radians), sin(radians)); let stop0_percentage = background.colors[0].percentage; let stop1_percentage = background.colors[1].percentage; // Expand the short side to be the same as the long side if (bounds.size.x > bounds.size.y) { direction.y *= bounds.size.y / bounds.size.x; } else { direction.x *= bounds.size.x / bounds.size.y; } // Get the t value for the linear gradient with the color stop percentages. let half_size = bounds.size / 2.0; let center = bounds.origin + half_size; let center_to_point = position - center; var t = dot(center_to_point, direction) / length(direction); // Check the direct to determine the use x or y if (abs(direction.x) > abs(direction.y)) { t = (t + half_size.x) / bounds.size.x; } else { t = (t + half_size.y) / bounds.size.y; } // Adjust t based on the stop percentages t = (t - stop0_percentage) / (stop1_percentage - stop0_percentage); t = clamp(t, 0.0, 1.0); switch (background.color_space) { default: { background_color = srgba_to_linear(mix(color0, color1, t)); } case 1u: { let oklab_color = mix(color0, color1, t); background_color = oklab_to_linear_srgb(oklab_color); } } } case 2u: { let pattern_height = background.gradient_angle_or_pattern_height; let stripe_angle = M_PI_F / 4.0; let pattern_period = pattern_height * sin(stripe_angle); let rotation = mat2x2<f32>( cos(stripe_angle), -sin(stripe_angle), sin(stripe_angle), cos(stripe_angle) ); let relative_position = position - bounds.origin; let rotated_point = rotation * relative_position; let pattern = rotated_point.x % pattern_period; let distance = min(pattern, pattern_period - pattern) - pattern_period / 4; background_color = solid_color; background_color.a *= saturate(0.5 - distance); } } return background_color; } // --- quads --- // struct Quad { order: u32, pad: u32, bounds: Bounds, content_mask: Bounds, background: Background, border_color: Hsla, corner_radii: Corners, border_widths: Edges, } var<storage, read> b_quads: array<Quad>; struct QuadVarying { @builtin(position) position: vec4<f32>, @location(0) @interpolate(flat) border_color: vec4<f32>, @location(1) @interpolate(flat) quad_id: u32, // TODO: use `clip_distance` once Naga supports it @location(2) clip_distances: vec4<f32>, @location(3) @interpolate(flat) background_solid: vec4<f32>, @location(4) @interpolate(flat) background_color0: vec4<f32>, @location(5) @interpolate(flat) background_color1: vec4<f32>, } @vertex fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying { let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u)); let quad = b_quads[instance_id]; var out = QuadVarying(); out.position = to_device_position(unit_vertex, quad.bounds); let gradient = prepare_gradient_color( quad.background.tag, quad.background.color_space, quad.background.solid, quad.background.colors ); out.background_solid = gradient.solid; out.background_color0 = gradient.color0; out.background_color1 = gradient.color1; out.border_color = hsla_to_rgba(quad.border_color); out.quad_id = instance_id; out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask); return out; } @fragment fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> { // Alpha clip first, since we don't have `clip_distance`. if (any(input.clip_distances < vec4<f32>(0.0))) { return vec4<f32>(0.0); } let quad = b_quads[input.quad_id]; let half_size = quad.bounds.size / 2.0; let center = quad.bounds.origin + half_size; let center_to_point = input.position.xy - center; let background_color = gradient_color(quad.background, input.position.xy, quad.bounds, input.background_solid, input.background_color0, input.background_color1); // Fast path when the quad is not rounded and doesn't have any border. if (quad.corner_radii.top_left == 0.0 && quad.corner_radii.bottom_left == 0.0 && quad.corner_radii.top_right == 0.0 && quad.corner_radii.bottom_right == 0.0 && quad.border_widths.top == 0.0 && quad.border_widths.left == 0.0 && quad.border_widths.right == 0.0 && quad.border_widths.bottom == 0.0) { return blend_color(background_color, 1.0); } let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii); let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; let distance = length(max(vec2<f32>(0.0), rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius; let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0); let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0); let inset_size = half_size - corner_radius - vec2<f32>(vertical_border, horizontal_border); let point_to_inset_corner = abs(center_to_point) - inset_size; var border_width = 0.0; if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) { border_width = 0.0; } else if (point_to_inset_corner.y > point_to_inset_corner.x) { border_width = horizontal_border; } else { border_width = vertical_border; } var color = background_color; if (border_width > 0.0) { let inset_distance = distance + border_width; // Blend the border on top of the background and then linearly interpolate // between the two as we slide inside the background. let blended_border = over(background_color, input.border_color); color = mix(blended_border, background_color, saturate(0.5 - inset_distance)); } return blend_color(color, saturate(0.5 - distance)); } // --- shadows --- // struct Shadow { order: u32, blur_radius: f32, bounds: Bounds, corner_radii: Corners, content_mask: Bounds, color: Hsla, } var<storage, read> b_shadows: array<Shadow>; struct ShadowVarying {