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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-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 {

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