cbuffer GlobalParams: register(b0) { float2 global_viewport_size; uint2 _global_pad; }; Texture2D t_sprite: register(t0); SamplerState s_sprite: register(s0); struct Bounds { float2 origin; float2 size; }; struct Corners { float top_left; float top_right; float bottom_right; float bottom_left; }; struct Edges { float top; float right; float bottom; float left; }; struct Hsla { float h; float s; float l; float a; }; struct LinearColorStop { Hsla color; float percentage; }; struct Background { // 0u is Solid // 1u is LinearGradient uint tag; // 0u is sRGB linear color // 1u is Oklab color uint color_space; Hsla solid; float angle; LinearColorStop colors[2]; uint pad; }; struct GradientColor { float4 solid; float4 color0; float4 color1; }; struct AtlasTextureId { uint index; uint kind; }; struct AtlasBounds { int2 origin; int2 size; }; struct AtlasTile { AtlasTextureId texture_id; uint tile_id; uint padding; AtlasBounds bounds; }; struct TransformationMatrix { float2x2 rotation_scale; float2 translation; }; static const float M_PI_F = 3.141592653f; static const float3 GRAYSCALE_FACTORS = float3(0.2126f, 0.7152f, 0.0722f); float4 to_device_position(float2 unit_vertex, Bounds bounds) { float2 position = unit_vertex * bounds.size + bounds.origin; float2 device_position = position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0); return float4(device_position, 0., 1.); } float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) { float2 position = unit_vertex * bounds.size + bounds.origin; return float4(position.x - clip_bounds.origin.x, clip_bounds.origin.x + clip_bounds.size.x - position.x, position.y - clip_bounds.origin.y, clip_bounds.origin.y + clip_bounds.size.y - position.y); } // Convert linear RGB to sRGB float3 linear_to_srgb(float3 color) { return pow(color, float3(2.2)); } // Convert sRGB to linear RGB float3 srgb_to_linear(float3 color) { return pow(color, float3(1.0 / 2.2)); } /// Hsla to linear RGBA conversion. float4 hsla_to_rgba(Hsla hsla) { float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range float s = hsla.s; float l = hsla.l; float a = hsla.a; float c = (1.0 - abs(2.0 * l - 1.0)) * s; float x = c * (1.0 - abs(fmod(h, 2.0) - 1.0)); float m = l - c / 2.0; float r = 0.0; float g = 0.0; float b = 0.0; if (h >= 0.0 && h < 1.0) { r = c; g = x; b = 0.0; } else if (h >= 1.0 && h < 2.0) { r = x; g = c; b = 0.0; } else if (h >= 2.0 && h < 3.0) { r = 0.0; g = c; b = x; } else if (h >= 3.0 && h < 4.0) { r = 0.0; g = x; b = c; } else if (h >= 4.0 && h < 5.0) { r = x; g = 0.0; b = c; } else { r = c; g = 0.0; b = x; } float4 rgba; rgba.x = (r + m); rgba.y = (g + m); rgba.z = (b + m); rgba.w = a; return rgba; } // Converts a sRGB color to the Oklab color space. // Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab float4 srgb_to_oklab(float4 color) { // Convert non-linear sRGB to linear sRGB color = float4(srgb_to_linear(color.rgb), color.a); float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b; float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b; float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b; float l_ = pow(l, 1.0/3.0); float m_ = pow(m, 1.0/3.0); float s_ = pow(s, 1.0/3.0); return float4( 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_, 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_, 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_, color.a ); } // Converts an Oklab color to the sRGB color space. float4 oklab_to_srgb(float4 color) { float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b; float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b; float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b; float l = l_ * l_ * l_; float m = m_ * m_ * m_; float s = s_ * s_ * s_; float3 linear_rgb = float3( 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s ); // Convert linear sRGB to non-linear sRGB return float4(linear_to_srgb(linear_rgb), color.a); } // This approximates the error function, needed for the gaussian integral float2 erf(float2 x) { float2 s = sign(x); float2 a = abs(x); x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; x *= x; return s - s / (x * x); } float blur_along_x(float x, float y, float sigma, float corner, float2 half_size) { float delta = min(half_size.y - corner - abs(y), 0.); float curved = half_size.x - corner + sqrt(max(0., corner * corner - delta * delta)); float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma)); return integral.y - integral.x; } // A standard gaussian function, used for weighting samples float gaussian(float x, float sigma) { return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma); } float4 over(float4 below, float4 above) { float4 result; float alpha = above.a + below.a * (1.0 - above.a); result.rgb = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha; result.a = alpha; return result; } float2 to_tile_position(float2 unit_vertex, AtlasTile tile) { float2 atlas_size; t_sprite.GetDimensions(atlas_size.x, atlas_size.y); return (float2(tile.bounds.origin) + unit_vertex * float2(tile.bounds.size)) / atlas_size; } float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds, TransformationMatrix transformation) { float2 position = unit_vertex * bounds.size + bounds.origin; float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation; float2 device_position = transformed / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0); return float4(device_position, 0.0, 1.0); } float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) { float2 half_size = bounds.size / 2.; float2 center = bounds.origin + half_size; float2 center_to_point = pt - center; float corner_radius; if (center_to_point.x < 0.) { if (center_to_point.y < 0.) { corner_radius = corner_radii.top_left; } else { corner_radius = corner_radii.bottom_left; } } else { if (center_to_point.y < 0.) { corner_radius = corner_radii.top_right; } else { corner_radius = corner_radii.bottom_right; } } float2 rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius; return distance; } GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1) { GradientColor res; if (tag == 0) { res.solid = hsla_to_rgba(solid); } else if (tag == 1) { res.color0 = hsla_to_rgba(color0); res.color1 = hsla_to_rgba(color1); // Prepare color space in vertex for avoid conversion // in fragment shader for performance reasons if (color_space == 1) { // Oklab res.color0 = srgb_to_oklab(res.color0); res.color1 = srgb_to_oklab(res.color1); } } return res; } float4 gradient_color(Background background, float2 position, Bounds bounds, float4 solid_color, float4 color0, float4 color1) { float4 color; switch (background.tag) { case 0: color = solid_color; break; case 1: { // -90 degrees to match the CSS gradient angle. float radians = (fmod(background.angle, 360.0) - 90.0) * (M_PI_F / 180.0); float2 direction = float2(cos(radians), sin(radians)); // Expand the short side to be the same as the long side if (bounds.size.x > bounds.size.y) { direction.y *= bounds.size.y / bounds.size.x; } else { direction.x *= bounds.size.x / bounds.size.y; } // Get the t value for the linear gradient with the color stop percentages. float2 half_size = float2(bounds.size.x, bounds.size.y) / 2.; float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size; float2 center_to_point = position - center; float t = dot(center_to_point, direction) / length(direction); // Check the direct to determine the use x or y if (abs(direction.x) > abs(direction.y)) { t = (t + half_size.x) / bounds.size.x; } else { t = (t + half_size.y) / bounds.size.y; } // Adjust t based on the stop percentages t = (t - background.colors[0].percentage) / (background.colors[1].percentage - background.colors[0].percentage); t = clamp(t, 0.0, 1.0); switch (background.color_space) { case 0: color = lerp(color0, color1, t); break; case 1: { float4 oklab_color = lerp(color0, color1, t); color = oklab_to_srgb(oklab_color); break; } } break; } } return color; } /* ** ** Shadows ** */ struct ShadowVertexOutput { float4 position: SV_Position; float4 color: COLOR; uint shadow_id: FLAT; float4 clip_distance: SV_ClipDistance; }; struct ShadowFragmentInput { float4 position: SV_Position; float4 color: COLOR; uint shadow_id: FLAT; }; struct Shadow { uint order; float blur_radius; Bounds bounds; Corners corner_radii; Bounds content_mask; Hsla color; }; StructuredBuffer shadows: register(t1); ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV_InstanceID) { float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u)); Shadow shadow = shadows[shadow_id]; float margin = 3.0 * shadow.blur_radius; Bounds bounds = shadow.bounds; bounds.origin -= margin; bounds.size += 2.0 * margin; float4 device_position = to_device_position(unit_vertex, bounds); float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask); float4 color = hsla_to_rgba(shadow.color); ShadowVertexOutput output; output.position = device_position; output.color = color; output.shadow_id = shadow_id; output.clip_distance = clip_distance; return output; } float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET { Shadow shadow = shadows[input.shadow_id]; float2 half_size = shadow.bounds.size / 2.; float2 center = shadow.bounds.origin + half_size; float2 point0 = input.position.xy - center; float corner_radius; if (point0.x < 0.) { if (point0.y < 0.) { corner_radius = shadow.corner_radii.top_left; } else { corner_radius = shadow.corner_radii.bottom_left; } } else { if (point0.y < 0.) { corner_radius = shadow.corner_radii.top_right; } else { corner_radius = shadow.corner_radii.bottom_right; } } // The signal is only non-zero in a limited range, so don't waste samples float low = point0.y - half_size.y; float high = point0.y + half_size.y; float start = clamp(-3. * shadow.blur_radius, low, high); float end = clamp(3. * shadow.blur_radius, low, high); // Accumulate samples (we can get away with surprisingly few samples) float step = (end - start) / 4.; float y = start + step * 0.5; float alpha = 0.; for (int i = 0; i < 4; i++) { alpha += blur_along_x(point0.x, point0.y - y, shadow.blur_radius, corner_radius, half_size) * gaussian(y, shadow.blur_radius) * step; y += step; } return input.color * float4(1., 1., 1., alpha); } /* ** ** Quads ** */ struct Quad { uint order; uint pad; Bounds bounds; Bounds content_mask; Background background; Hsla border_color; Corners corner_radii; Edges border_widths; }; struct QuadVertexOutput { float4 position: SV_Position; // float4 border_color: COLOR0; float4 border_color: FLAT; uint quad_id: FLAT; float4 background_solid: FLAT; float4 background_color0: FLAT; float4 background_color1: FLAT; float4 clip_distance: SV_ClipDistance; }; struct QuadFragmentInput { uint quad_id: FLAT; float4 position: SV_Position; float4 border_color: FLAT; float4 background_solid: FLAT; float4 background_color0: FLAT; float4 background_color1: FLAT; }; StructuredBuffer quads: register(t1); QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_InstanceID) { float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u)); Quad quad = quads[quad_id]; float4 device_position = to_device_position(unit_vertex, quad.bounds); float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask); float4 border_color = hsla_to_rgba(quad.border_color); GradientColor gradient = prepare_gradient_color( quad.background.tag, quad.background.color_space, quad.background.solid, quad.background.colors[0].color, quad.background.colors[1].color ); QuadVertexOutput output; output.position = device_position; output.border_color = border_color; output.quad_id = quad_id; output.background_solid = gradient.solid; output.background_color0 = gradient.color0; output.background_color1 = gradient.color1; output.clip_distance = clip_distance; return output; } float4 quad_fragment(QuadFragmentInput input): SV_Target { Quad quad = quads[input.quad_id]; float2 half_size = quad.bounds.size / 2.; float2 center = quad.bounds.origin + half_size; float2 center_to_point = input.position.xy - center; float4 color = gradient_color(quad.background, input.position.xy, quad.bounds, input.background_solid, input.background_color0, input.background_color1); // Fast path when the quad is not rounded and doesn't have any border. if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. && quad.corner_radii.top_right == 0. && quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. && quad.border_widths.left == 0. && quad.border_widths.right == 0. && quad.border_widths.bottom == 0.) { return color; } float corner_radius; if (center_to_point.x < 0.) { if (center_to_point.y < 0.) { corner_radius = quad.corner_radii.top_left; } else { corner_radius = quad.corner_radii.bottom_left; } } else { if (center_to_point.y < 0.) { corner_radius = quad.corner_radii.top_right; } else { corner_radius = quad.corner_radii.bottom_right; } } float2 rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - corner_radius; float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left : quad.border_widths.right; float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top : quad.border_widths.bottom; float2 inset_size = half_size - corner_radius - float2(vertical_border, horizontal_border); float2 point_to_inset_corner = abs(center_to_point) - inset_size; float border_width; if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) { border_width = 0.; } else if (point_to_inset_corner.y > point_to_inset_corner.x) { border_width = horizontal_border; } else { border_width = vertical_border; } if (border_width != 0.) { float inset_distance = distance + border_width; // Blend the border on top of the background and then linearly interpolate // between the two as we slide inside the background. float4 blended_border = over(color, input.border_color); color = lerp(blended_border, color, saturate(0.5 - inset_distance)); } return color * float4(1., 1., 1., saturate(0.5 - distance)); } /* ** ** Path raster ** */ struct PathVertex { float2 xy_position; float2 st_position; Bounds content_mask; }; struct PathRasterizationOutput { float4 position: SV_Position; float2 st_position: TEXCOORD0; float4 clip_distances: SV_ClipDistance; }; struct PathRasterizationInput { float4 position: SV_Position; float2 st_position: TEXCOORD0; }; StructuredBuffer path_vertices: register(t1); PathRasterizationOutput path_rasterization_vertex(uint vertex_id: SV_VertexID) { PathVertex vertex = path_vertices[vertex_id]; PathRasterizationOutput output; float2 device_position = vertex.xy_position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0); float2 tl = vertex.xy_position - vertex.content_mask.origin; float2 br = vertex.content_mask.origin + vertex.content_mask.size - vertex.xy_position; output.position = float4(device_position, 0.0, 1.0); output.st_position = vertex.st_position; output.clip_distances = float4(tl.x, br.x, tl.y, br.y); return output; } float4 path_rasterization_fragment(PathRasterizationInput input): SV_Target { float2 dx = ddx(input.st_position); float2 dy = ddy(input.st_position); float2 gradient = float2((2. * input.st_position.x) * dx.x - dx.y, (2. * input.st_position.x) * dy.x - dy.y); float f = (input.st_position.x * input.st_position.x) - input.st_position.y; float distance = f / length(gradient); float alpha = saturate(0.5 - distance); return float4(alpha, 0., 0., 1.); } /* ** ** Paths ** */ struct PathSprite { Bounds bounds; Background color; AtlasTile tile; }; struct PathVertexOutput { float4 position: SV_Position; float2 tile_position: POSITION1; uint sprite_id: FLAT; float4 solid_color: FLAT; float4 color0: FLAT; float4 color1: FLAT; }; StructuredBuffer path_sprites: register(t1); PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID) { float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u)); PathSprite sprite = path_sprites[instance_id]; // Don't apply content mask because it was already accounted for when rasterizing the path. PathVertexOutput output; output.position = to_device_position(unit_vertex, sprite.bounds); output.tile_position = to_tile_position(unit_vertex, sprite.tile); output.sprite_id = instance_id; GradientColor gradient = prepare_gradient_color( sprite.color.tag, sprite.color.color_space, sprite.color.solid, sprite.color.colors[0].color, sprite.color.colors[1].color ); output.solid_color = gradient.solid; output.color0 = gradient.color0; output.color1 = gradient.color1; return output; } float4 paths_fragment(PathVertexOutput input): SV_Target { float sample = t_sprite.Sample(s_sprite, input.tile_position).r; float mask = 1.0 - abs(1.0 - sample % 2.0); PathSprite sprite = path_sprites[input.sprite_id]; Background background = sprite.color; float4 color = gradient_color(background, input.position.xy, sprite.bounds, input.solid_color, input.color0, input.color1); color.a *= mask; return color; } /* ** ** Underlines ** */ struct Underline { uint order; uint pad; Bounds bounds; Bounds content_mask; Hsla color; float thickness; uint wavy; }; struct UnderlineVertexOutput { float4 position: SV_Position; float4 color: COLOR; uint underline_id: FLAT; float4 clip_distance: SV_ClipDistance; }; struct UnderlineFragmentInput { float4 position: SV_Position; float4 color: COLOR; uint underline_id: FLAT; }; StructuredBuffer underlines: register(t1); UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underline_id: SV_InstanceID) { float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u)); Underline underline = underlines[underline_id]; float4 device_position = to_device_position(unit_vertex, underline.bounds); float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask); float4 color = hsla_to_rgba(underline.color); UnderlineVertexOutput output; output.position = device_position; output.color = color; output.underline_id = underline_id; output.clip_distance = clip_distance; return output; } float4 underline_fragment(UnderlineFragmentInput input): SV_Target { Underline underline = underlines[input.underline_id]; if (underline.wavy) { float half_thickness = underline.thickness * 0.5; float2 origin = float2(underline.bounds.origin.x, underline.bounds.origin.y); float2 st = ((input.position.xy - origin) / underline.bounds.size.y) - float2(0., 0.5); float frequency = (M_PI_F * (3. * underline.thickness)) / 8.; float amplitude = 1. / (2. * underline.thickness); float sine = sin(st.x * frequency) * amplitude; float dSine = cos(st.x * frequency) * amplitude * frequency; float distance = (st.y - sine) / sqrt(1. + dSine * dSine); float distance_in_pixels = distance * underline.bounds.size.y; float distance_from_top_border = distance_in_pixels - half_thickness; float distance_from_bottom_border = distance_in_pixels + half_thickness; float alpha = saturate( 0.5 - max(-distance_from_bottom_border, distance_from_top_border)); return input.color * float4(1., 1., 1., alpha); } else { return input.color; } } /* ** ** Monochrome sprites ** */ struct MonochromeSprite { uint order; uint pad; Bounds bounds; Bounds content_mask; Hsla color; AtlasTile tile; TransformationMatrix transformation; }; struct MonochromeSpriteVertexOutput { float4 position: SV_Position; float2 tile_position: POSITION; float4 color: COLOR; float4 clip_distance: SV_ClipDistance; }; struct MonochromeSpriteFragmentInput { float4 position: SV_Position; float2 tile_position: POSITION; float4 color: COLOR; }; StructuredBuffer mono_sprites: register(t1); MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) { float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u)); MonochromeSprite sprite = mono_sprites[sprite_id]; float4 device_position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation); float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask); float2 tile_position = to_tile_position(unit_vertex, sprite.tile); float4 color = hsla_to_rgba(sprite.color); MonochromeSpriteVertexOutput output; output.position = device_position; output.tile_position = tile_position; output.color = color; output.clip_distance = clip_distance; return output; } float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Target { float4 sample = t_sprite.Sample(s_sprite, input.tile_position); float4 color = input.color; color.a *= sample.a; return color; } /* ** ** Polychrome sprites ** */ struct PolychromeSprite { uint order; uint grayscale; Bounds bounds; Bounds content_mask; Corners corner_radii; AtlasTile tile; }; struct PolychromeSpriteVertexOutput { float4 position: SV_Position; float2 tile_position: POSITION; uint sprite_id: FLAT; float4 clip_distance: SV_ClipDistance; }; struct PolychromeSpriteFragmentInput { float4 position: SV_Position; float2 tile_position: POSITION; uint sprite_id: FLAT; }; StructuredBuffer poly_sprites: register(t1); PolychromeSpriteVertexOutput polychrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) { float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u)); PolychromeSprite sprite = poly_sprites[sprite_id]; float4 device_position = to_device_position(unit_vertex, sprite.bounds); float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask); float2 tile_position = to_tile_position(unit_vertex, sprite.tile); PolychromeSpriteVertexOutput output; output.position = device_position; output.tile_position = tile_position; output.sprite_id = sprite_id; output.clip_distance = clip_distance; return output; } float4 polychrome_sprite_fragment(PolychromeSpriteFragmentInput input): SV_Target { PolychromeSprite sprite = poly_sprites[input.sprite_id]; float4 sample = t_sprite.Sample(s_sprite, input.tile_position); float distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii); float4 color = sample; if ((sprite.grayscale & 0xFFu) != 0u) { float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS); color = float4(grayscale, sample.a); } color.a *= saturate(0.5 - distance); return color; }