| 1 | // GLSL 1.20 port of crates/draw/src/draw.wgsl. GLSL 1.20 has no flat interpolation, so |
| 2 | // the per-quad shape and stroke arrive interpolated between equal values: equality tests |
| 3 | // on them use a tolerance. |
| 4 | #ifdef VERTEX |
| 5 | attribute vec2 position; |
| 6 | attribute vec2 uv; |
| 7 | attribute vec4 color; |
| 8 | attribute vec2 local; |
| 9 | attribute vec4 shape; |
| 10 | attribute float stroke; |
| 11 | attribute vec2 clip_local; |
| 12 | attribute vec3 clip; |
| 13 | attribute float blur; |
| 14 | #endif |
| 15 | varying vec2 v_uv; |
| 16 | varying vec4 v_color; |
| 17 | varying vec2 v_local; |
| 18 | varying vec4 v_shape; |
| 19 | varying float v_stroke; |
| 20 | varying vec2 v_clip_local; |
| 21 | varying vec3 v_clip; |
| 22 | varying float v_blur; |
| 23 | |
| 24 | #ifdef VERTEX |
| 25 | void main() { |
| 26 | v_uv = uv; |
| 27 | v_color = color; |
| 28 | v_local = local; |
| 29 | v_shape = shape; |
| 30 | v_stroke = stroke; |
| 31 | v_clip_local = clip_local; |
| 32 | v_clip = clip; |
| 33 | v_blur = blur; |
| 34 | gl_Position = vec4(position, 0.0, 1.0); |
| 35 | } |
| 36 | #else |
| 37 | uniform sampler2D atlas; |
| 38 | |
| 39 | bool same(float a, float b) { |
| 40 | return abs(a - b) <= 1e-4 * max(1.0, max(abs(a), abs(b))); |
| 41 | } |
| 42 | |
| 43 | float ellipse_arc(float angle, vec2 radius) { |
| 44 | if (same(radius.x, radius.y)) { |
| 45 | return angle * radius.x; |
| 46 | } |
| 47 | // Four-point Gauss-Legendre quadrature. |
| 48 | vec4 nodes = vec4(-0.86113631, -0.33998104, 0.33998104, 0.86113631); |
| 49 | vec4 weights = vec4(0.34785485, 0.65214515, 0.65214515, 0.34785485); |
| 50 | float half_angle = angle * 0.5; |
| 51 | float scale = max(radius.x, radius.y); |
| 52 | float sum = 0.0; |
| 53 | for (int i = 0; i < 4; i++) { |
| 54 | float t = half_angle * (nodes[i] + 1.0); |
| 55 | sum += weights[i] * length((radius / scale) * vec2(sin(t), cos(t))); |
| 56 | } |
| 57 | return half_angle * sum * scale; |
| 58 | } |
| 59 | |
| 60 | vec2 erf(vec2 x) { |
| 61 | vec2 s = sign(x); |
| 62 | vec2 a = abs(x); |
| 63 | vec2 y = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; |
| 64 | y *= y; |
| 65 | return s - s / (y * y); |
| 66 | } |
| 67 | |
| 68 | float shadow(vec2 p, vec2 half_size, float corner, float sigma) { |
| 69 | float start = clamp(-3.0 * sigma, p.y - half_size.y, p.y + half_size.y); |
| 70 | float end = clamp(3.0 * sigma, p.y - half_size.y, p.y + half_size.y); |
| 71 | float stride = (end - start) / 4.0; |
| 72 | float y = start + stride * 0.5; |
| 73 | float value = 0.0; |
| 74 | for (int i = 0; i < 4; i++) { |
| 75 | float delta = min(half_size.y - corner - abs(p.y - y), 0.0); |
| 76 | float curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); |
| 77 | vec2 integral = 0.5 + 0.5 * erf((p.x + vec2(-curved, curved)) * (0.70710678 / sigma)); |
| 78 | float weight = exp(-y * y / (2.0 * sigma * sigma)) / (2.50662827 * sigma); |
| 79 | value += (integral.y - integral.x) * weight * stride; |
| 80 | y += stride; |
| 81 | } |
| 82 | return value; |
| 83 | } |
| 84 | |
| 85 | // Distance from `p` to the tapered capsule from (-h, 0) to (h, 0) with round ends of radii |
| 86 | // `r0` and `r1` (Inigo Quilez's uneven capsule). |
| 87 | float taper(vec2 p, float h, float r0, float r1) { |
| 88 | vec2 q = vec2(abs(p.y), p.x + h); |
| 89 | float span = 2.0 * h; |
| 90 | float b = (r0 - r1) / max(span, 1e-6); |
| 91 | float far = length(q - vec2(0.0, span)) - r1; |
| 92 | if (abs(b) >= 1.0) { |
| 93 | return min(length(q) - r0, far); |
| 94 | } |
| 95 | float a = sqrt(1.0 - b * b); |
| 96 | float k = dot(q, vec2(-b, a)); |
| 97 | if (k < 0.0) { |
| 98 | return length(q) - r0; |
| 99 | } |
| 100 | if (k > a * span) { |
| 101 | return far; |
| 102 | } |
| 103 | return dot(q, vec2(a, b)) - r0; |
| 104 | } |
| 105 | |
| 106 | void main() { |
| 107 | vec4 color = texture2D(atlas, v_uv) * v_color; |
| 108 | vec4 shape = v_shape; |
| 109 | if (v_blur > 1e-6) { |
| 110 | color *= shadow(v_local, shape.xy, shape.z, v_blur); |
| 111 | } else if (v_blur < -0.5) { |
| 112 | color *= clamp(0.5 - taper(v_local, shape.x, shape.y, shape.z), 0.0, 1.0); |
| 113 | } else if (shape.x > 0.0 && shape.y > 0.0) { |
| 114 | vec2 q = abs(v_local) - shape.xy + shape.zw; |
| 115 | float distance; |
| 116 | if (same(shape.z, shape.w)) { |
| 117 | distance = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - shape.z; |
| 118 | } else if (all(greaterThan(q, vec2(0.0)))) { |
| 119 | vec2 radius = max(shape.zw, vec2(0.0001)); |
| 120 | vec2 normalized = q / radius; |
| 121 | float k0 = length(normalized); |
| 122 | distance = k0 * (k0 - 1.0) / max(length(normalized / radius), 1e-20); |
| 123 | } else { |
| 124 | vec2 edge = abs(v_local) - shape.xy; |
| 125 | distance = max(edge.x, edge.y); |
| 126 | } |
| 127 | float coverage = clamp(0.5 - distance, 0.0, 1.0); |
| 128 | float width = abs(v_stroke); |
| 129 | if (width > 1e-6) { |
| 130 | coverage *= clamp(distance + width + 0.5, 0.0, 1.0); |
| 131 | } |
| 132 | if (v_stroke < -1e-6) { |
| 133 | vec2 radius = max(shape.zw - width * 0.5, vec2(0.0)); |
| 134 | if (radius.x <= 1e-6 || radius.y <= 1e-6) { |
| 135 | radius = vec2(0.0); |
| 136 | } |
| 137 | vec2 straight = shape.xy - width * 0.5 - radius; |
| 138 | vec2 p = abs(v_local); |
| 139 | float quarter = straight.x + straight.y + ellipse_arc(1.57079632679, radius); |
| 140 | float along; |
| 141 | if (p.y <= straight.y) { |
| 142 | along = p.y; |
| 143 | } else if (p.x <= straight.x || radius.x == 0.0) { |
| 144 | along = quarter - p.x; |
| 145 | } else { |
| 146 | float angle = atan((p.y - straight.y) / radius.y, (p.x - straight.x) / radius.x); |
| 147 | along = straight.y + ellipse_arc(angle, radius); |
| 148 | } |
| 149 | if (v_local.x < 0.0) { |
| 150 | along = v_local.y < 0.0 ? 2.0 * quarter + along : 2.0 * quarter - along; |
| 151 | } else if (v_local.y < 0.0) { |
| 152 | along = 4.0 * quarter - along; |
| 153 | } |
| 154 | float phase = fract(along / (4.0 * width)) * (4.0 * width); |
| 155 | coverage *= clamp(width + 0.5 - abs(phase - 2.0 * width), 0.0, 1.0); |
| 156 | } |
| 157 | color *= coverage; |
| 158 | } |
| 159 | if (v_clip.x > 0.0) { |
| 160 | vec2 q = abs(v_clip_local) - v_clip.xy + v_clip.z; |
| 161 | float distance = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - v_clip.z; |
| 162 | color *= clamp(0.5 - distance, 0.0, 1.0); |
| 163 | } |
| 164 | gl_FragColor = color; |
| 165 | } |
| 166 | #endif |