radar-gi/test.wgsl
2024-08-23 01:12:29 +08:00

139 lines
3.8 KiB
WebGPU Shading Language

use '@use-gpu/wgsl/fragment/sdf-2d'::{ SDF, getUVScale, getBoxSDF, getBorderBoxSDF, getRoundedBorderBoxSDF };
use '@use-gpu/wgsl/use/color'::{ premultiply };
@optional @link fn getTexture(uv: vec2<f32>) -> vec4<f32> { return vec4<f32>(0.0, 0.0, 0.0, 0.0); };
@optional @link fn getMask(color: vec4<f32>, uv: vec4<f32>, st: vec4<f32>) -> vec4<f32> { return color; }
@export fn getSDFRectangleFragment(
uv: vec2<f32>,
textureUV: vec2<f32>,
textureST: vec2<f32>,
clipUV: vec4<f32>,
sdfUV: vec2<f32>,
sdfConfig: vec4<f32>,
repeat: i32,
mode: i32,
shape: vec4<f32>,
radius: vec4<f32>,
border: vec4<f32>,
stroke: vec4<f32>,
fill: vec4<f32>,
) -> vec4<f32> {
var fillColor = fill;
var strokeColor = stroke;
var scale = getUVScale(sdfUV);
var sdf: SDF;
var texture = getTexture(textureUV);
var sdfRaw = 0.0;
var mark = 0.0;
if (mode == -1 || mode == -2) {
// SDF Glyph
let sdfRadius = sdfConfig.x;
var expand = border.x;
var bleed = border.y;
var d = (texture.a - 0.75) * sdfRadius;
var s = (d + expand / sdfConfig.y) / scale + 0.5 + bleed;
sdf = SDF(s, s);
if (mode == -2) {
fillColor = vec4<f32>(texture.rgb, fillColor.a);
}
}
else {
// Textured box
if (texture.a > 0.0) {
if (
((repeat == 0 || repeat == 1) && (textureUV.x < 0.0 || textureUV.x > 1.0)) ||
((repeat == 0 || repeat == 2) && (textureUV.y < 0.0 || textureUV.y > 1.0))
) {
texture.a = 0.0;
}
if (texture.a > 0.0) {
fillColor = vec4<f32>(
premultiply(fillColor).rgb * (1.0 - texture.a) + texture.rgb,
mix(fillColor.a, 1.0, texture.a),
);
}
}
else {
fillColor = premultiply(fillColor);
}
// Get appropriate SDF
if (mode == 0) {
if (fillColor.a <= 0.0) { discard; }
sdf = getBoxSDF(shape.xy, uv, scale);
}
else if (mode == 1) { sdf = getBorderBoxSDF(shape.xy, border, uv, scale); }
else { sdf = getRoundedBorderBoxSDF(shape.xy, border, radius, uv, scale); }
// Bleed by 0.5px to account for filter radius
let bleed = 0.5;
sdf.outer += bleed;
sdf.inner += bleed;
}
// Clipping this late because sooner than this causes issues in edge pixels
if (uv.x < clipUV.x || uv.y < clipUV.y || uv.x > clipUV.z || uv.y > clipUV.w) { discard; }
var mask = clamp(sdf.outer, 0.0, 1.0);
// SDF iso-contours
if (DEBUG_SDF) {
var s = 4.0;
var b = 0.0;
if (mode == -1 || mode == -2) {
s = 1.0;
b = 6.0;
}
let o = (sdf.outer - 0.5) * scale / s;
var m = (max(0.0, o + 0.5 + b) % 1.0) - 0.5;
if (o < -b) { m = 1.0 + (o + b - 1.0); }
mark = clamp(1.0 - abs(m / scale) * s, 0.0, 1.0);
if ((border.x != border.y) || (border.z != border.w) || (border.x != border.z)) {
let o = (sdf.inner - 0.5) * scale / s;
let m = ((o + 0.5 + b) % 1.0) - 0.5;
let mark2 = 1.0 * clamp(1.0 - abs(m / scale) * s, 0.0, 1.0);
if (sdf.inner > -0.5) { mark = mark2 + mark * 0.5; }
}
}
if (mask == 0.0 && mark == 0.0) { discard; }
// Blend stroke/fill
var color = fillColor;
if (sdf.outer != sdf.inner) {
// If less than 1px border, render 1px with opacity instead
var reduce = 1.0;
if (sdf.outer - sdf.inner < 1.0) {
reduce = sdf.outer - sdf.inner;
sdf.inner = sdf.outer - 1.0;
}
color = mix(fillColor, strokeColor, reduce * clamp(1.0 - sdf.inner, 0.0, 1.0));
}
if (HAS_MASK) {
color = getMask(color, vec4<f32>(textureUV, 0.0, 0.0), vec4<f32>(textureST, 0.0, 0.0));
}
if (!HAS_ALPHA_TO_COVERAGE) {
color = vec4<f32>((color.rgb + mark) * color.a * mask, color.a * mask + mark);
}
else {
color = vec4<f32>(color.rgb + mark, color.a * mask);
}
if (DEBUG_SDF) {
return vec4<f32>(mix(color.rgb, vec3<f32>(mark), 0.5), color.a);
}
return color;
}