shaders.metal

  1#include <metal_stdlib>
  2#include <simd/simd.h>
  3
  4using namespace metal;
  5
  6float4 hsla_to_rgba(Hsla hsla);
  7float3 srgb_to_linear(float3 color);
  8float3 linear_to_srgb(float3 color);
  9float4 srgb_to_oklab(float4 color);
 10float4 oklab_to_srgb(float4 color);
 11float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
 12                          constant Size_DevicePixels *viewport_size);
 13float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
 14                          TransformationMatrix transformation,
 15                          constant Size_DevicePixels *input_viewport_size);
 16
 17float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
 18                        constant Size_DevicePixels *atlas_size);
 19float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
 20                               Bounds_ScaledPixels clip_bounds);
 21float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
 22               Corners_ScaledPixels corner_radii);
 23float gaussian(float x, float sigma);
 24float2 erf(float2 x);
 25float blur_along_x(float x, float y, float sigma, float corner,
 26                   float2 half_size);
 27float4 over(float4 below, float4 above);
 28float radians(float degrees);
 29float4 fill_color(Background background, float2 position, Bounds_ScaledPixels bounds,
 30  float4 solid_color, float4 color0, float4 color1);
 31
 32struct GradientColor {
 33  float4 solid;
 34  float4 color0;
 35  float4 color1;
 36};
 37GradientColor prepare_fill_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1);
 38
 39struct QuadVertexOutput {
 40  uint quad_id [[flat]];
 41  float4 position [[position]];
 42  float4 border_color [[flat]];
 43  float4 background_solid [[flat]];
 44  float4 background_color0 [[flat]];
 45  float4 background_color1 [[flat]];
 46  float clip_distance [[clip_distance]][4];
 47};
 48
 49struct QuadFragmentInput {
 50  uint quad_id [[flat]];
 51  float4 position [[position]];
 52  float4 border_color [[flat]];
 53  float4 background_solid [[flat]];
 54  float4 background_color0 [[flat]];
 55  float4 background_color1 [[flat]];
 56};
 57
 58vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
 59                                    uint quad_id [[instance_id]],
 60                                    constant float2 *unit_vertices
 61                                    [[buffer(QuadInputIndex_Vertices)]],
 62                                    constant Quad *quads
 63                                    [[buffer(QuadInputIndex_Quads)]],
 64                                    constant Size_DevicePixels *viewport_size
 65                                    [[buffer(QuadInputIndex_ViewportSize)]]) {
 66  float2 unit_vertex = unit_vertices[unit_vertex_id];
 67  Quad quad = quads[quad_id];
 68  float4 device_position =
 69      to_device_position(unit_vertex, quad.bounds, viewport_size);
 70  float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds,
 71                                                 quad.content_mask.bounds);
 72  float4 border_color = hsla_to_rgba(quad.border_color);
 73
 74  GradientColor gradient = prepare_fill_color(
 75    quad.background.tag,
 76    quad.background.color_space,
 77    quad.background.solid,
 78    quad.background.colors[0].color,
 79    quad.background.colors[1].color
 80  );
 81
 82  return QuadVertexOutput{
 83      quad_id,
 84      device_position,
 85      border_color,
 86      gradient.solid,
 87      gradient.color0,
 88      gradient.color1,
 89      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
 90}
 91
 92fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
 93                              constant Quad *quads
 94                              [[buffer(QuadInputIndex_Quads)]]) {
 95  Quad quad = quads[input.quad_id];
 96  float2 half_size = float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
 97  float2 center = float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
 98  float2 center_to_point = input.position.xy - center;
 99  float4 color = fill_color(quad.background, input.position.xy, quad.bounds,
100    input.background_solid, input.background_color0, input.background_color1);
101
102  // Fast path when the quad is not rounded and doesn't have any border.
103  if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
104      quad.corner_radii.top_right == 0. &&
105      quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
106      quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
107      quad.border_widths.bottom == 0.) {
108    return color;
109  }
110
111  float corner_radius;
112  if (center_to_point.x < 0.) {
113    if (center_to_point.y < 0.) {
114      corner_radius = quad.corner_radii.top_left;
115    } else {
116      corner_radius = quad.corner_radii.bottom_left;
117    }
118  } else {
119    if (center_to_point.y < 0.) {
120      corner_radius = quad.corner_radii.top_right;
121    } else {
122      corner_radius = quad.corner_radii.bottom_right;
123    }
124  }
125
126  float2 rounded_edge_to_point =
127      fabs(center_to_point) - half_size + corner_radius;
128  float distance =
129      length(max(0., rounded_edge_to_point)) +
130      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
131      corner_radius;
132
133  float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
134                                                  : quad.border_widths.right;
135  float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
136                                                    : quad.border_widths.bottom;
137  float2 inset_size =
138      half_size - corner_radius - float2(vertical_border, horizontal_border);
139  float2 point_to_inset_corner = fabs(center_to_point) - inset_size;
140  float border_width;
141  if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
142    border_width = 0.;
143  } else if (point_to_inset_corner.y > point_to_inset_corner.x) {
144    border_width = horizontal_border;
145  } else {
146    border_width = vertical_border;
147  }
148
149  if (border_width != 0.) {
150    float inset_distance = distance + border_width;
151    // Blend the border on top of the background and then linearly interpolate
152    // between the two as we slide inside the background.
153    float4 blended_border = over(color, input.border_color);
154    color = mix(blended_border, color,
155                saturate(0.5 - inset_distance));
156  }
157
158  return color * float4(1., 1., 1., saturate(0.5 - distance));
159}
160
161struct ShadowVertexOutput {
162  float4 position [[position]];
163  float4 color [[flat]];
164  uint shadow_id [[flat]];
165  float clip_distance [[clip_distance]][4];
166};
167
168struct ShadowFragmentInput {
169  float4 position [[position]];
170  float4 color [[flat]];
171  uint shadow_id [[flat]];
172};
173
174vertex ShadowVertexOutput shadow_vertex(
175    uint unit_vertex_id [[vertex_id]], uint shadow_id [[instance_id]],
176    constant float2 *unit_vertices [[buffer(ShadowInputIndex_Vertices)]],
177    constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]],
178    constant Size_DevicePixels *viewport_size
179    [[buffer(ShadowInputIndex_ViewportSize)]]) {
180  float2 unit_vertex = unit_vertices[unit_vertex_id];
181  Shadow shadow = shadows[shadow_id];
182
183  float margin = 3. * shadow.blur_radius;
184  // Set the bounds of the shadow and adjust its size based on the shadow's
185  // spread radius to achieve the spreading effect
186  Bounds_ScaledPixels bounds = shadow.bounds;
187  bounds.origin.x -= margin;
188  bounds.origin.y -= margin;
189  bounds.size.width += 2. * margin;
190  bounds.size.height += 2. * margin;
191
192  float4 device_position =
193      to_device_position(unit_vertex, bounds, viewport_size);
194  float4 clip_distance =
195      distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
196  float4 color = hsla_to_rgba(shadow.color);
197
198  return ShadowVertexOutput{
199      device_position,
200      color,
201      shadow_id,
202      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
203}
204
205fragment float4 shadow_fragment(ShadowFragmentInput input [[stage_in]],
206                                constant Shadow *shadows
207                                [[buffer(ShadowInputIndex_Shadows)]]) {
208  Shadow shadow = shadows[input.shadow_id];
209
210  float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
211  float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
212  float2 half_size = size / 2.;
213  float2 center = origin + half_size;
214  float2 point = input.position.xy - center;
215  float corner_radius;
216  if (point.x < 0.) {
217    if (point.y < 0.) {
218      corner_radius = shadow.corner_radii.top_left;
219    } else {
220      corner_radius = shadow.corner_radii.bottom_left;
221    }
222  } else {
223    if (point.y < 0.) {
224      corner_radius = shadow.corner_radii.top_right;
225    } else {
226      corner_radius = shadow.corner_radii.bottom_right;
227    }
228  }
229
230  float alpha;
231  if (shadow.blur_radius == 0.) {
232    float distance = quad_sdf(input.position.xy, shadow.bounds, shadow.corner_radii);
233    alpha = saturate(0.5 - distance);
234  } else {
235    // The signal is only non-zero in a limited range, so don't waste samples
236    float low = point.y - half_size.y;
237    float high = point.y + half_size.y;
238    float start = clamp(-3. * shadow.blur_radius, low, high);
239    float end = clamp(3. * shadow.blur_radius, low, high);
240
241    // Accumulate samples (we can get away with surprisingly few samples)
242    float step = (end - start) / 4.;
243    float y = start + step * 0.5;
244    alpha = 0.;
245    for (int i = 0; i < 4; i++) {
246      alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius,
247                            corner_radius, half_size) *
248               gaussian(y, shadow.blur_radius) * step;
249      y += step;
250    }
251  }
252
253  return input.color * float4(1., 1., 1., alpha);
254}
255
256struct UnderlineVertexOutput {
257  float4 position [[position]];
258  float4 color [[flat]];
259  uint underline_id [[flat]];
260  float clip_distance [[clip_distance]][4];
261};
262
263struct UnderlineFragmentInput {
264  float4 position [[position]];
265  float4 color [[flat]];
266  uint underline_id [[flat]];
267};
268
269vertex UnderlineVertexOutput underline_vertex(
270    uint unit_vertex_id [[vertex_id]], uint underline_id [[instance_id]],
271    constant float2 *unit_vertices [[buffer(UnderlineInputIndex_Vertices)]],
272    constant Underline *underlines [[buffer(UnderlineInputIndex_Underlines)]],
273    constant Size_DevicePixels *viewport_size
274    [[buffer(ShadowInputIndex_ViewportSize)]]) {
275  float2 unit_vertex = unit_vertices[unit_vertex_id];
276  Underline underline = underlines[underline_id];
277  float4 device_position =
278      to_device_position(unit_vertex, underline.bounds, viewport_size);
279  float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
280                                                 underline.content_mask.bounds);
281  float4 color = hsla_to_rgba(underline.color);
282  return UnderlineVertexOutput{
283      device_position,
284      color,
285      underline_id,
286      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
287}
288
289fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]],
290                                   constant Underline *underlines
291                                   [[buffer(UnderlineInputIndex_Underlines)]]) {
292  Underline underline = underlines[input.underline_id];
293  if (underline.wavy) {
294    float half_thickness = underline.thickness * 0.5;
295    float2 origin =
296        float2(underline.bounds.origin.x, underline.bounds.origin.y);
297    float2 st = ((input.position.xy - origin) / underline.bounds.size.height) -
298                float2(0., 0.5);
299    float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
300    float amplitude = 1. / (2. * underline.thickness);
301    float sine = sin(st.x * frequency) * amplitude;
302    float dSine = cos(st.x * frequency) * amplitude * frequency;
303    float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
304    float distance_in_pixels = distance * underline.bounds.size.height;
305    float distance_from_top_border = distance_in_pixels - half_thickness;
306    float distance_from_bottom_border = distance_in_pixels + half_thickness;
307    float alpha = saturate(
308        0.5 - max(-distance_from_bottom_border, distance_from_top_border));
309    return input.color * float4(1., 1., 1., alpha);
310  } else {
311    return input.color;
312  }
313}
314
315struct MonochromeSpriteVertexOutput {
316  float4 position [[position]];
317  float2 tile_position;
318  float4 color [[flat]];
319  float clip_distance [[clip_distance]][4];
320};
321
322struct MonochromeSpriteFragmentInput {
323  float4 position [[position]];
324  float2 tile_position;
325  float4 color [[flat]];
326};
327
328vertex MonochromeSpriteVertexOutput monochrome_sprite_vertex(
329    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
330    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
331    constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
332    constant Size_DevicePixels *viewport_size
333    [[buffer(SpriteInputIndex_ViewportSize)]],
334    constant Size_DevicePixels *atlas_size
335    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
336  float2 unit_vertex = unit_vertices[unit_vertex_id];
337  MonochromeSprite sprite = sprites[sprite_id];
338  float4 device_position =
339      to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation, viewport_size);
340  float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
341                                                 sprite.content_mask.bounds);
342  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
343  float4 color = hsla_to_rgba(sprite.color);
344  return MonochromeSpriteVertexOutput{
345      device_position,
346      tile_position,
347      color,
348      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
349}
350
351fragment float4 monochrome_sprite_fragment(
352    MonochromeSpriteFragmentInput input [[stage_in]],
353    constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
354    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
355  constexpr sampler atlas_texture_sampler(mag_filter::linear,
356                                          min_filter::linear);
357  float4 sample =
358      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
359  float4 color = input.color;
360  color.a *= sample.a;
361  return color;
362}
363
364struct PolychromeSpriteVertexOutput {
365  float4 position [[position]];
366  float2 tile_position;
367  uint sprite_id [[flat]];
368  float clip_distance [[clip_distance]][4];
369};
370
371struct PolychromeSpriteFragmentInput {
372  float4 position [[position]];
373  float2 tile_position;
374  uint sprite_id [[flat]];
375};
376
377vertex PolychromeSpriteVertexOutput polychrome_sprite_vertex(
378    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
379    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
380    constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
381    constant Size_DevicePixels *viewport_size
382    [[buffer(SpriteInputIndex_ViewportSize)]],
383    constant Size_DevicePixels *atlas_size
384    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
385
386  float2 unit_vertex = unit_vertices[unit_vertex_id];
387  PolychromeSprite sprite = sprites[sprite_id];
388  float4 device_position =
389      to_device_position(unit_vertex, sprite.bounds, viewport_size);
390  float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
391                                                 sprite.content_mask.bounds);
392  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
393  return PolychromeSpriteVertexOutput{
394      device_position,
395      tile_position,
396      sprite_id,
397      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
398}
399
400fragment float4 polychrome_sprite_fragment(
401    PolychromeSpriteFragmentInput input [[stage_in]],
402    constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
403    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
404  PolychromeSprite sprite = sprites[input.sprite_id];
405  constexpr sampler atlas_texture_sampler(mag_filter::linear,
406                                          min_filter::linear);
407  float4 sample =
408      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
409  float distance =
410      quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
411
412  float4 color = sample;
413  if (sprite.grayscale) {
414    float grayscale = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
415    color.r = grayscale;
416    color.g = grayscale;
417    color.b = grayscale;
418  }
419  color.a *= sprite.opacity * saturate(0.5 - distance);
420  return color;
421}
422
423struct PathRasterizationVertexOutput {
424  float4 position [[position]];
425  float2 st_position;
426  float clip_rect_distance [[clip_distance]][4];
427};
428
429struct PathRasterizationFragmentInput {
430  float4 position [[position]];
431  float2 st_position;
432};
433
434vertex PathRasterizationVertexOutput path_rasterization_vertex(
435    uint vertex_id [[vertex_id]],
436    constant PathVertex_ScaledPixels *vertices
437    [[buffer(PathRasterizationInputIndex_Vertices)]],
438    constant Size_DevicePixels *atlas_size
439    [[buffer(PathRasterizationInputIndex_AtlasTextureSize)]]) {
440  PathVertex_ScaledPixels v = vertices[vertex_id];
441  float2 vertex_position = float2(v.xy_position.x, v.xy_position.y);
442  float2 viewport_size = float2(atlas_size->width, atlas_size->height);
443  return PathRasterizationVertexOutput{
444      float4(vertex_position / viewport_size * float2(2., -2.) +
445                 float2(-1., 1.),
446             0., 1.),
447      float2(v.st_position.x, v.st_position.y),
448      {v.xy_position.x - v.content_mask.bounds.origin.x,
449       v.content_mask.bounds.origin.x + v.content_mask.bounds.size.width -
450           v.xy_position.x,
451       v.xy_position.y - v.content_mask.bounds.origin.y,
452       v.content_mask.bounds.origin.y + v.content_mask.bounds.size.height -
453           v.xy_position.y}};
454}
455
456fragment float4 path_rasterization_fragment(PathRasterizationFragmentInput input
457                                            [[stage_in]]) {
458  float2 dx = dfdx(input.st_position);
459  float2 dy = dfdy(input.st_position);
460  float2 gradient = float2((2. * input.st_position.x) * dx.x - dx.y,
461                           (2. * input.st_position.x) * dy.x - dy.y);
462  float f = (input.st_position.x * input.st_position.x) - input.st_position.y;
463  float distance = f / length(gradient);
464  float alpha = saturate(0.5 - distance);
465  return float4(alpha, 0., 0., 1.);
466}
467
468struct PathSpriteVertexOutput {
469  float4 position [[position]];
470  float2 tile_position;
471  uint sprite_id [[flat]];
472  float4 solid_color [[flat]];
473  float4 color0 [[flat]];
474  float4 color1 [[flat]];
475};
476
477vertex PathSpriteVertexOutput path_sprite_vertex(
478    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
479    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
480    constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
481    constant Size_DevicePixels *viewport_size
482    [[buffer(SpriteInputIndex_ViewportSize)]],
483    constant Size_DevicePixels *atlas_size
484    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
485
486  float2 unit_vertex = unit_vertices[unit_vertex_id];
487  PathSprite sprite = sprites[sprite_id];
488  // Don't apply content mask because it was already accounted for when
489  // rasterizing the path.
490  float4 device_position =
491      to_device_position(unit_vertex, sprite.bounds, viewport_size);
492  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
493
494  GradientColor gradient = prepare_fill_color(
495    sprite.color.tag,
496    sprite.color.color_space,
497    sprite.color.solid,
498    sprite.color.colors[0].color,
499    sprite.color.colors[1].color
500  );
501
502  return PathSpriteVertexOutput{
503    device_position,
504    tile_position,
505    sprite_id,
506    gradient.solid,
507    gradient.color0,
508    gradient.color1
509  };
510}
511
512fragment float4 path_sprite_fragment(
513    PathSpriteVertexOutput input [[stage_in]],
514    constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
515    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
516  constexpr sampler atlas_texture_sampler(mag_filter::linear,
517                                          min_filter::linear);
518  float4 sample =
519      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
520  float mask = 1. - abs(1. - fmod(sample.r, 2.));
521  PathSprite sprite = sprites[input.sprite_id];
522  Background background = sprite.color;
523  float4 color = fill_color(background, input.position.xy, sprite.bounds,
524    input.solid_color, input.color0, input.color1);
525  color.a *= mask;
526  return color;
527}
528
529struct SurfaceVertexOutput {
530  float4 position [[position]];
531  float2 texture_position;
532  float clip_distance [[clip_distance]][4];
533};
534
535struct SurfaceFragmentInput {
536  float4 position [[position]];
537  float2 texture_position;
538};
539
540vertex SurfaceVertexOutput surface_vertex(
541    uint unit_vertex_id [[vertex_id]], uint surface_id [[instance_id]],
542    constant float2 *unit_vertices [[buffer(SurfaceInputIndex_Vertices)]],
543    constant SurfaceBounds *surfaces [[buffer(SurfaceInputIndex_Surfaces)]],
544    constant Size_DevicePixels *viewport_size
545    [[buffer(SurfaceInputIndex_ViewportSize)]],
546    constant Size_DevicePixels *texture_size
547    [[buffer(SurfaceInputIndex_TextureSize)]]) {
548  float2 unit_vertex = unit_vertices[unit_vertex_id];
549  SurfaceBounds surface = surfaces[surface_id];
550  float4 device_position =
551      to_device_position(unit_vertex, surface.bounds, viewport_size);
552  float4 clip_distance = distance_from_clip_rect(unit_vertex, surface.bounds,
553                                                 surface.content_mask.bounds);
554  // We are going to copy the whole texture, so the texture position corresponds
555  // to the current vertex of the unit triangle.
556  float2 texture_position = unit_vertex;
557  return SurfaceVertexOutput{
558      device_position,
559      texture_position,
560      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
561}
562
563fragment float4 surface_fragment(SurfaceFragmentInput input [[stage_in]],
564                                 texture2d<float> y_texture
565                                 [[texture(SurfaceInputIndex_YTexture)]],
566                                 texture2d<float> cb_cr_texture
567                                 [[texture(SurfaceInputIndex_CbCrTexture)]]) {
568  constexpr sampler texture_sampler(mag_filter::linear, min_filter::linear);
569  const float4x4 ycbcrToRGBTransform =
570      float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
571               float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
572               float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
573               float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
574  float4 ycbcr = float4(
575      y_texture.sample(texture_sampler, input.texture_position).r,
576      cb_cr_texture.sample(texture_sampler, input.texture_position).rg, 1.0);
577
578  return ycbcrToRGBTransform * ycbcr;
579}
580
581float4 hsla_to_rgba(Hsla hsla) {
582  float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
583  float s = hsla.s;
584  float l = hsla.l;
585  float a = hsla.a;
586
587  float c = (1.0 - fabs(2.0 * l - 1.0)) * s;
588  float x = c * (1.0 - fabs(fmod(h, 2.0) - 1.0));
589  float m = l - c / 2.0;
590
591  float r = 0.0;
592  float g = 0.0;
593  float b = 0.0;
594
595  if (h >= 0.0 && h < 1.0) {
596    r = c;
597    g = x;
598    b = 0.0;
599  } else if (h >= 1.0 && h < 2.0) {
600    r = x;
601    g = c;
602    b = 0.0;
603  } else if (h >= 2.0 && h < 3.0) {
604    r = 0.0;
605    g = c;
606    b = x;
607  } else if (h >= 3.0 && h < 4.0) {
608    r = 0.0;
609    g = x;
610    b = c;
611  } else if (h >= 4.0 && h < 5.0) {
612    r = x;
613    g = 0.0;
614    b = c;
615  } else {
616    r = c;
617    g = 0.0;
618    b = x;
619  }
620
621  float4 rgba;
622  rgba.x = (r + m);
623  rgba.y = (g + m);
624  rgba.z = (b + m);
625  rgba.w = a;
626  return rgba;
627}
628
629float3 srgb_to_linear(float3 color) {
630  return pow(color, float3(2.2));
631}
632
633float3 linear_to_srgb(float3 color) {
634  return pow(color, float3(1.0 / 2.2));
635}
636
637// Converts a sRGB color to the Oklab color space.
638// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
639float4 srgb_to_oklab(float4 color) {
640  // Convert non-linear sRGB to linear sRGB
641  color = float4(srgb_to_linear(color.rgb), color.a);
642
643  float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
644  float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
645  float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
646
647  float l_ = pow(l, 1.0/3.0);
648  float m_ = pow(m, 1.0/3.0);
649  float s_ = pow(s, 1.0/3.0);
650
651  return float4(
652   	0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
653   	1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
654   	0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
655   	color.a
656  );
657}
658
659// Converts an Oklab color to the sRGB color space.
660float4 oklab_to_srgb(float4 color) {
661  float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
662  float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
663  float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
664
665  float l = l_ * l_ * l_;
666  float m = m_ * m_ * m_;
667  float s = s_ * s_ * s_;
668
669  float3 linear_rgb = float3(
670   	4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
671   	-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
672   	-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
673  );
674
675  // Convert linear sRGB to non-linear sRGB
676  return float4(linear_to_srgb(linear_rgb), color.a);
677}
678
679float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
680                          constant Size_DevicePixels *input_viewport_size) {
681  float2 position =
682      unit_vertex * float2(bounds.size.width, bounds.size.height) +
683      float2(bounds.origin.x, bounds.origin.y);
684  float2 viewport_size = float2((float)input_viewport_size->width,
685                                (float)input_viewport_size->height);
686  float2 device_position =
687      position / viewport_size * float2(2., -2.) + float2(-1., 1.);
688  return float4(device_position, 0., 1.);
689}
690
691float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
692                          TransformationMatrix transformation,
693                          constant Size_DevicePixels *input_viewport_size) {
694  float2 position =
695      unit_vertex * float2(bounds.size.width, bounds.size.height) +
696      float2(bounds.origin.x, bounds.origin.y);
697
698  // Apply the transformation matrix to the position via matrix multiplication.
699  float2 transformed_position = float2(0, 0);
700  transformed_position[0] = position[0] * transformation.rotation_scale[0][0] + position[1] * transformation.rotation_scale[0][1];
701  transformed_position[1] = position[0] * transformation.rotation_scale[1][0] + position[1] * transformation.rotation_scale[1][1];
702
703  // Add in the translation component of the transformation matrix.
704  transformed_position[0] += transformation.translation[0];
705  transformed_position[1] += transformation.translation[1];
706
707  float2 viewport_size = float2((float)input_viewport_size->width,
708                                (float)input_viewport_size->height);
709  float2 device_position =
710      transformed_position / viewport_size * float2(2., -2.) + float2(-1., 1.);
711  return float4(device_position, 0., 1.);
712}
713
714
715float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
716                        constant Size_DevicePixels *atlas_size) {
717  float2 tile_origin = float2(tile.bounds.origin.x, tile.bounds.origin.y);
718  float2 tile_size = float2(tile.bounds.size.width, tile.bounds.size.height);
719  return (tile_origin + unit_vertex * tile_size) /
720         float2((float)atlas_size->width, (float)atlas_size->height);
721}
722
723float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
724               Corners_ScaledPixels corner_radii) {
725  float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
726  float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
727  float2 center_to_point = point - center;
728  float corner_radius;
729  if (center_to_point.x < 0.) {
730    if (center_to_point.y < 0.) {
731      corner_radius = corner_radii.top_left;
732    } else {
733      corner_radius = corner_radii.bottom_left;
734    }
735  } else {
736    if (center_to_point.y < 0.) {
737      corner_radius = corner_radii.top_right;
738    } else {
739      corner_radius = corner_radii.bottom_right;
740    }
741  }
742
743  float2 rounded_edge_to_point =
744      abs(center_to_point) - half_size + corner_radius;
745  float distance =
746      length(max(0., rounded_edge_to_point)) +
747      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
748      corner_radius;
749
750  return distance;
751}
752
753// A standard gaussian function, used for weighting samples
754float gaussian(float x, float sigma) {
755  return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
756}
757
758// This approximates the error function, needed for the gaussian integral
759float2 erf(float2 x) {
760  float2 s = sign(x);
761  float2 a = abs(x);
762  float2 r1 = 1. + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
763  float2 r2 = r1 * r1;
764  return s - s / (r2 * r2);
765}
766
767float blur_along_x(float x, float y, float sigma, float corner,
768                   float2 half_size) {
769  float delta = min(half_size.y - corner - abs(y), 0.);
770  float curved =
771      half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
772  float2 integral =
773      0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
774  return integral.y - integral.x;
775}
776
777float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
778                               Bounds_ScaledPixels clip_bounds) {
779  float2 position =
780      unit_vertex * float2(bounds.size.width, bounds.size.height) +
781      float2(bounds.origin.x, bounds.origin.y);
782  return float4(position.x - clip_bounds.origin.x,
783                clip_bounds.origin.x + clip_bounds.size.width - position.x,
784                position.y - clip_bounds.origin.y,
785                clip_bounds.origin.y + clip_bounds.size.height - position.y);
786}
787
788float4 over(float4 below, float4 above) {
789  float4 result;
790  float alpha = above.a + below.a * (1.0 - above.a);
791  result.rgb =
792      (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
793  result.a = alpha;
794  return result;
795}
796
797GradientColor prepare_fill_color(uint tag, uint color_space, Hsla solid,
798                                     Hsla color0, Hsla color1) {
799  GradientColor out;
800  if (tag == 0 || tag == 2) {
801    out.solid = hsla_to_rgba(solid);
802  } else if (tag == 1) {
803    out.color0 = hsla_to_rgba(color0);
804    out.color1 = hsla_to_rgba(color1);
805
806    // Prepare color space in vertex for avoid conversion
807    // in fragment shader for performance reasons
808    if (color_space == 1) {
809      // Oklab
810      out.color0 = srgb_to_oklab(out.color0);
811      out.color1 = srgb_to_oklab(out.color1);
812    }
813  }
814
815  return out;
816}
817
818float2x2 rotate2d(float angle) {
819    float s = sin(angle);
820    float c = cos(angle);
821    return float2x2(c, -s, s, c);
822}
823
824float4 fill_color(Background background,
825                      float2 position,
826                      Bounds_ScaledPixels bounds,
827                      float4 solid_color, float4 color0, float4 color1) {
828  float4 color;
829
830  switch (background.tag) {
831    case 0:
832      color = solid_color;
833      break;
834    case 1: {
835      // -90 degrees to match the CSS gradient angle.
836      float gradient_angle = background.gradient_angle_or_pattern_height;
837      float radians = (fmod(gradient_angle, 360.0) - 90.0) * (M_PI_F / 180.0);
838      float2 direction = float2(cos(radians), sin(radians));
839
840      // Expand the short side to be the same as the long side
841      if (bounds.size.width > bounds.size.height) {
842          direction.y *= bounds.size.height / bounds.size.width;
843      } else {
844          direction.x *=  bounds.size.width / bounds.size.height;
845      }
846
847      // Get the t value for the linear gradient with the color stop percentages.
848      float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
849      float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
850      float2 center_to_point = position - center;
851      float t = dot(center_to_point, direction) / length(direction);
852      // Check the direction to determine whether to use x or y
853      if (abs(direction.x) > abs(direction.y)) {
854          t = (t + half_size.x) / bounds.size.width;
855      } else {
856          t = (t + half_size.y) / bounds.size.height;
857      }
858
859      // Adjust t based on the stop percentages
860      t = (t - background.colors[0].percentage)
861        / (background.colors[1].percentage
862        - background.colors[0].percentage);
863      t = clamp(t, 0.0, 1.0);
864
865      switch (background.color_space) {
866        case 0:
867          color = mix(color0, color1, t);
868          break;
869        case 1: {
870          float4 oklab_color = mix(color0, color1, t);
871          color = oklab_to_srgb(oklab_color);
872          break;
873        }
874      }
875      break;
876    }
877    case 2: {
878        float gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
879        float pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
880        float pattern_interval = fmod(gradient_angle_or_pattern_height, 65535.0f) / 255.0f;
881        float pattern_height = pattern_width + pattern_interval;
882        float stripe_angle = M_PI_F / 4.0;
883        float pattern_period = pattern_height * sin(stripe_angle);
884        float2x2 rotation = rotate2d(stripe_angle);
885        float2 relative_position = position - float2(bounds.origin.x, bounds.origin.y);
886        float2 rotated_point = rotation * relative_position;
887        float pattern = fmod(rotated_point.x, pattern_period);
888        float distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) /  2.0f;
889        color = solid_color;
890        color.a *= saturate(0.5 - distance);
891        break;
892    }
893  }
894
895  return color;
896}