| 1 | // Shader model 4.0 port of draw.wgsl, for Direct3D 11 from feature level 10_0. The render |
| 2 | // module embeds its bytecode, compiled by render/dxbc/compile.ps1. |
| 3 | struct Vertex { |
| 4 | float4 position : SV_Position; |
| 5 | float2 uv : TEXCOORD0; |
| 6 | float4 color : TEXCOORD1; |
| 7 | float2 local : TEXCOORD2; |
| 8 | nointerpolation float4 shape : TEXCOORD3; |
| 9 | nointerpolation float stroke : TEXCOORD4; |
| 10 | float2 clip_local : TEXCOORD5; |
| 11 | nointerpolation float3 clip : TEXCOORD6; |
| 12 | nointerpolation float blur : TEXCOORD7; |
| 13 | }; |
| 14 | |
| 15 | Texture2D atlas : register(t0); |
| 16 | SamplerState atlas_sampler : register(s0); |
| 17 | |
| 18 | Vertex vertex(float2 position : TEXCOORD0, float2 uv : TEXCOORD1, float4 color : TEXCOORD2, |
| 19 | float2 local : TEXCOORD3, float4 shape : TEXCOORD4, float stroke : TEXCOORD5, |
| 20 | float2 clip_local : TEXCOORD6, float3 clip : TEXCOORD7, float blur : TEXCOORD8) { |
| 21 | Vertex output; |
| 22 | output.position = float4(position, 0.0, 1.0); |
| 23 | output.uv = uv; |
| 24 | output.color = color; |
| 25 | output.local = local; |
| 26 | output.shape = shape; |
| 27 | output.stroke = stroke; |
| 28 | output.clip_local = clip_local; |
| 29 | output.clip = clip; |
| 30 | output.blur = blur; |
| 31 | return output; |
| 32 | } |
| 33 | |
| 34 | float ellipse_arc(float angle, float2 radius) { |
| 35 | if (radius.x == radius.y) { |
| 36 | return angle * radius.x; |
| 37 | } |
| 38 | // Four-point Gauss-Legendre quadrature. |
| 39 | const float4 nodes = float4(-0.86113631, -0.33998104, 0.33998104, 0.86113631); |
| 40 | const float4 weights = float4(0.34785485, 0.65214515, 0.65214515, 0.34785485); |
| 41 | float half_angle = angle * 0.5; |
| 42 | float scale = max(radius.x, radius.y); |
| 43 | float sum = 0.0; |
| 44 | [unroll] for (int i = 0; i < 4; i++) { |
| 45 | float t = half_angle * (nodes[i] + 1.0); |
| 46 | sum += weights[i] * length((radius / scale) * float2(sin(t), cos(t))); |
| 47 | } |
| 48 | return half_angle * sum * scale; |
| 49 | } |
| 50 | |
| 51 | float2 erf(float2 x) { |
| 52 | float2 s = sign(x); |
| 53 | float2 a = abs(x); |
| 54 | float2 y = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; |
| 55 | y *= y; |
| 56 | return s - s / (y * y); |
| 57 | } |
| 58 | |
| 59 | float shadow(float2 p, float2 half_size, float corner, float sigma) { |
| 60 | float start = clamp(-3.0 * sigma, p.y - half_size.y, p.y + half_size.y); |
| 61 | float end = clamp(3.0 * sigma, p.y - half_size.y, p.y + half_size.y); |
| 62 | float stride = (end - start) / 4.0; |
| 63 | float y = start + stride * 0.5; |
| 64 | float value = 0.0; |
| 65 | [unroll] for (int i = 0; i < 4; i++) { |
| 66 | float delta = min(half_size.y - corner - abs(p.y - y), 0.0); |
| 67 | float curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); |
| 68 | float2 integral = 0.5 + 0.5 * erf((p.x + float2(-curved, curved)) * (0.70710678 / sigma)); |
| 69 | float weight = exp(-y * y / (2.0 * sigma * sigma)) / (2.50662827 * sigma); |
| 70 | value += (integral.y - integral.x) * weight * stride; |
| 71 | y += stride; |
| 72 | } |
| 73 | return value; |
| 74 | } |
| 75 | |
| 76 | float taper(float2 p, float h, float r0, float r1) { |
| 77 | float2 q = float2(abs(p.y), p.x + h); |
| 78 | float span = 2.0 * h; |
| 79 | float b = (r0 - r1) / max(span, 1e-6); |
| 80 | float far = length(q - float2(0.0, span)) - r1; |
| 81 | if (abs(b) >= 1.0) { |
| 82 | return min(length(q) - r0, far); |
| 83 | } |
| 84 | float a = sqrt(1.0 - b * b); |
| 85 | float k = dot(q, float2(-b, a)); |
| 86 | if (k < 0.0) { |
| 87 | return length(q) - r0; |
| 88 | } |
| 89 | if (k > a * span) { |
| 90 | return far; |
| 91 | } |
| 92 | return dot(q, float2(a, b)) - r0; |
| 93 | } |
| 94 | |
| 95 | float4 fragment(Vertex input) : SV_Target { |
| 96 | float4 color = atlas.Sample(atlas_sampler, input.uv) * input.color; |
| 97 | if (input.blur > 0.0) { |
| 98 | color *= shadow(input.local, input.shape.xy, input.shape.z, input.blur); |
| 99 | } else if (input.blur < 0.0) { |
| 100 | color *= saturate(0.5 - taper(input.local, input.shape.x, input.shape.y, input.shape.z)); |
| 101 | } else if (input.shape.x > 0.0 && input.shape.y > 0.0) { |
| 102 | float2 q = abs(input.local) - input.shape.xy + input.shape.zw; |
| 103 | float distance; |
| 104 | if (input.shape.z == input.shape.w) { |
| 105 | distance = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - input.shape.z; |
| 106 | } else if (all(q > 0.0)) { |
| 107 | float2 radius = max(input.shape.zw, 0.0001); |
| 108 | float2 normalized = q / radius; |
| 109 | float k0 = length(normalized); |
| 110 | distance = k0 * (k0 - 1.0) / max(length(normalized / radius), 1e-20); |
| 111 | } else { |
| 112 | float2 edge = abs(input.local) - input.shape.xy; |
| 113 | distance = max(edge.x, edge.y); |
| 114 | } |
| 115 | float coverage = saturate(0.5 - distance); |
| 116 | float width = abs(input.stroke); |
| 117 | if (width > 0.0) { |
| 118 | coverage *= saturate(distance + width + 0.5); |
| 119 | } |
| 120 | if (input.stroke < 0.0) { |
| 121 | float2 radius = max(input.shape.zw - width * 0.5, 0.0); |
| 122 | if (any(radius == 0.0)) { |
| 123 | radius = 0.0; |
| 124 | } |
| 125 | float2 straight = input.shape.xy - width * 0.5 - radius; |
| 126 | float2 p = abs(input.local); |
| 127 | float quarter = straight.x + straight.y + ellipse_arc(1.57079632679, radius); |
| 128 | float along; |
| 129 | if (p.y <= straight.y) { |
| 130 | along = p.y; |
| 131 | } else if (p.x <= straight.x || radius.x == 0.0) { |
| 132 | along = quarter - p.x; |
| 133 | } else { |
| 134 | float angle = atan2((p.y - straight.y) / radius.y, (p.x - straight.x) / radius.x); |
| 135 | along = straight.y + ellipse_arc(angle, radius); |
| 136 | } |
| 137 | if (input.local.x < 0.0) { |
| 138 | along = input.local.y < 0.0 ? 2.0 * quarter + along : 2.0 * quarter - along; |
| 139 | } else if (input.local.y < 0.0) { |
| 140 | along = 4.0 * quarter - along; |
| 141 | } |
| 142 | float phase = frac(along / (4.0 * width)) * (4.0 * width); |
| 143 | coverage *= saturate(width + 0.5 - abs(phase - 2.0 * width)); |
| 144 | } |
| 145 | color *= coverage; |
| 146 | } |
| 147 | if (input.clip.x > 0.0) { |
| 148 | float2 q = abs(input.clip_local) - input.clip.xy + input.clip.z; |
| 149 | float distance = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - input.clip.z; |
| 150 | color *= saturate(0.5 - distance); |
| 151 | } |
| 152 | return color; |
| 153 | } |