v0.5.0 5fd5066

list.frag RawHistoryFolder

1#version 450
2layout(location = 0) in vec4 fragColor;
3layout(location = 1) in vec4 fragClip;
4layout(location = 2) in vec4 fragBounds;
5layout(location = 3) in vec4 fragRadii;
6layout(location = 4) in vec3 fragAtlas;
7layout(location = 5) flat in float fragKind;
8layout(location = 6) flat in vec4 fragWidths;
9layout(location = 7) flat in vec4 fragSideTop;
10layout(location = 8) flat in vec4 fragSideRight;
11layout(location = 9) flat in vec4 fragSideBottom;
12layout(location = 10) flat in vec4 fragSideLeft;
13layout(location = 11) flat in vec4 fragShape;
14layout(location = 12) flat in vec4 fragShadow;
15// Set 0 holds the glyph atlas; set 1 holds the current image batch.
16layout(set = 0, binding = 0) uniform sampler2DArray atlas;
17layout(set = 1, binding = 0) uniform sampler2D imageTexture;
18layout(location = 0) out vec4 outColor;
19// Signed distance to a rounded rectangle with corner order TL/TR/BR/BL.
20float roundedDistance(vec2 p, vec4 box, vec4 radii) {
21    vec2 halfSize = box.zw * .5;
22    vec2 center = box.xy + halfSize;
23    float r = p.y < center.y ? (p.x < center.x ? radii.x : radii.y)
24                              : (p.x < center.x ? radii.w : radii.z);
25    r = clamp(r, 0.0, max(0.0, min(halfSize.x, halfSize.y)));
26    vec2 d = abs(p - center) - halfSize + r;
27    return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - r;
28}
29
30float cover(float d) { return clamp(.5 - d, 0.0, 1.0); }
31
32// Gaussian half-plane integral: Abramowitz/Stegun erf approximation. This
33// signed-distance approximation also follows the curved rounded-box corners.
34float gaussianCover(float d, float sigma) {
35    if (sigma <= .01) return cover(d);
36    float x = abs(d) / (sigma * 1.41421356);
37    float t = 1.0 / (1.0 + .3275911 * x);
38    float erfValue = 1.0 - (((((1.061405429 * t - 1.453152027) * t)
39                         + 1.421413741) * t - .284496736) * t + .254829592) * t * exp(-x*x);
40    return clamp(d < 0.0 ? .5 + .5*erfValue : .5 - .5*erfValue, 0.0, 1.0);
41}
42
43void main() {
44    vec2 p = gl_FragCoord.xy;
45    if (any(lessThan(p, fragClip.xy)) || any(greaterThanEqual(p, fragClip.xy + fragClip.zw))) discard;
46    if (fragKind > .5 && fragKind < 1.5) {
47        float coverage = texture(atlas, fragAtlas).r;
48        outColor = vec4(fragColor.rgb * fragColor.a * coverage, fragColor.a * coverage);
49        return;
50    }
51    float coverage = cover(roundedDistance(p, fragBounds, fragRadii));
52    if (fragKind > 5.5 && fragKind < 6.5) {
53        // Uploaded texels are straight sRGB RGBA. Match other list colors:
54        // premultiply after sampling and applying element opacity.
55        vec4 texel = texture(imageTexture, fragAtlas.xy);
56        float alpha = texel.a * fragColor.a * coverage;
57        outColor = vec4(texel.rgb * alpha, alpha);
58        return;
59    }
60    vec4 color = fragColor;
61    if (fragKind > 1.5 && fragKind < 3.5) {
62        vec4 inner = fragBounds;
63        vec4 outerRadii = fragRadii;
64        if (fragKind < 2.5) {
65            // Border radii belong to the outer edge; inner corners shrink by
66            // their adjacent widths (CSS non-elliptical radius approximation).
67            inner.xy += vec2(fragWidths.w, fragWidths.x);
68            inner.zw -= vec2(fragWidths.w + fragWidths.y, fragWidths.x + fragWidths.z);
69        } else {
70            // Outline bounds already include outline width, and layout already
71            // applied outline-offset to fragShape.
72            outerRadii += vec4(max(fragWidths.x, fragWidths.w), max(fragWidths.x, fragWidths.y),
73                               max(fragWidths.z, fragWidths.y), max(fragWidths.z, fragWidths.w));
74            inner = fragShape;
75            color = fragColor;
76            coverage = cover(roundedDistance(p, fragBounds, outerRadii));
77        }
78        vec4 innerRadii = fragKind < 2.5 ? max(fragRadii - vec4(max(fragWidths.x, fragWidths.w),
79            max(fragWidths.x, fragWidths.y), max(fragWidths.z, fragWidths.y), max(fragWidths.z, fragWidths.w)), 0.0) : fragRadii;
80        float hole = inner.z > 0.0 && inner.w > 0.0 ? cover(roundedDistance(p, inner, innerRadii)) : 0.0;
81        coverage *= 1.0 - hole;
82        if (fragKind < 2.5) {
83            // Split corners using each painted side's width. A zero-width
84            // side must never contribute its default color at the corners.
85            vec2 edge = p - fragBounds.xy;
86            vec2 farEdge = fragBounds.zw - edge;
87            float top = fragWidths.x > 0.0 ? edge.y / fragWidths.x : 1e20;
88            float right = fragWidths.y > 0.0 ? farEdge.x / fragWidths.y : 1e20;
89            float bottom = fragWidths.z > 0.0 ? farEdge.y / fragWidths.z : 1e20;
90            float left = fragWidths.w > 0.0 ? edge.x / fragWidths.w : 1e20;
91            float nearest = min(min(top, bottom), min(left, right));
92            color = nearest == top ? fragSideTop : nearest == bottom ? fragSideBottom
93                  : nearest == left ? fragSideLeft : fragSideRight;
94        }
95    } else if (fragKind > 3.5) {
96        vec4 box = fragShape;
97        if (fragKind < 4.5) {
98            box.xy += fragShadow.xy - vec2(fragShadow.w);
99            box.zw += vec2(2.0 * fragShadow.w);
100            coverage = box.z > 0.0 && box.w > 0.0 ? gaussianCover(roundedDistance(p, box,
101                max(fragRadii + vec4(fragShadow.w), 0.0)), max(.0, fragShadow.z * .5)) : 0.0;
102        } else {
103            // Inset shadow is the complement of a shifted, contracted box,
104            // clipped to the original rounded box.
105            box.xy += fragShadow.xy + vec2(fragShadow.w);
106            box.zw -= vec2(2.0 * fragShadow.w);
107            float hole = box.z > 0.0 && box.w > 0.0 ? gaussianCover(roundedDistance(p, box,
108                max(fragRadii - vec4(fragShadow.w), 0.0)), max(.0, fragShadow.z * .5)) : 0.0;
109            coverage = cover(roundedDistance(p, fragShape, fragRadii)) * (1.0 - hole);
110        }
111    }
112    outColor = vec4(color.rgb * color.a * coverage, color.a * coverage);
113}

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