shaders.wgsl

   1/* Functions useful for debugging:
   2
   3// A heat map color for debugging (blue -> cyan -> green -> yellow -> red).
   4fn heat_map_color(value: f32, minValue: f32, maxValue: f32, position: vec2<f32>) -> vec4<f32> {
   5    // Normalize value to 0-1 range
   6    let t = clamp((value - minValue) / (maxValue - minValue), 0.0, 1.0);
   7
   8    // Heat map color calculation
   9    let r = t * t;
  10    let g = 4.0 * t * (1.0 - t);
  11    let b = (1.0 - t) * (1.0 - t);
  12    let heat_color = vec3<f32>(r, g, b);
  13
  14    // Create a checkerboard pattern (black and white)
  15    let sum = floor(position.x / 3) + floor(position.y / 3);
  16    let is_odd = fract(sum * 0.5); // 0.0 for even, 0.5 for odd
  17    let checker_value = is_odd * 2.0; // 0.0 for even, 1.0 for odd
  18    let checker_color = vec3<f32>(checker_value);
  19
  20    // Determine if value is in range (1.0 if in range, 0.0 if out of range)
  21    let in_range = step(minValue, value) * step(value, maxValue);
  22
  23    // Mix checkerboard and heat map based on whether value is in range
  24    let final_color = mix(checker_color, heat_color, in_range);
  25
  26    return vec4<f32>(final_color, 1.0);
  27}
  28
  29*/
  30
  31struct GlobalParams {
  32    viewport_size: vec2<f32>,
  33    premultiplied_alpha: u32,
  34    pad: u32,
  35}
  36
  37var<uniform> globals: GlobalParams;
  38var t_sprite: texture_2d<f32>;
  39var s_sprite: sampler;
  40
  41const M_PI_F: f32 = 3.1415926;
  42const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
  43
  44struct Bounds {
  45    origin: vec2<f32>,
  46    size: vec2<f32>,
  47}
  48
  49struct Corners {
  50    top_left: f32,
  51    top_right: f32,
  52    bottom_right: f32,
  53    bottom_left: f32,
  54}
  55
  56struct Edges {
  57    top: f32,
  58    right: f32,
  59    bottom: f32,
  60    left: f32,
  61}
  62
  63struct Hsla {
  64    h: f32,
  65    s: f32,
  66    l: f32,
  67    a: f32,
  68}
  69
  70struct LinearColorStop {
  71    color: Hsla,
  72    percentage: f32,
  73}
  74
  75struct Background {
  76    // 0u is Solid
  77    // 1u is LinearGradient
  78    // 2u is PatternSlash
  79    tag: u32,
  80    // 0u is sRGB linear color
  81    // 1u is Oklab color
  82    color_space: u32,
  83    solid: Hsla,
  84    gradient_angle_or_pattern_height: f32,
  85    colors: array<LinearColorStop, 2>,
  86    pad: u32,
  87}
  88
  89struct AtlasTextureId {
  90    index: u32,
  91    kind: u32,
  92}
  93
  94struct AtlasBounds {
  95    origin: vec2<i32>,
  96    size: vec2<i32>,
  97}
  98
  99struct AtlasTile {
 100    texture_id: AtlasTextureId,
 101    tile_id: u32,
 102    padding: u32,
 103    bounds: AtlasBounds,
 104}
 105
 106struct TransformationMatrix {
 107    rotation_scale: mat2x2<f32>,
 108    translation: vec2<f32>,
 109}
 110
 111fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> {
 112    let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
 113    return vec4<f32>(device_position, 0.0, 1.0);
 114}
 115
 116fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
 117    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 118    return to_device_position_impl(position);
 119}
 120
 121fn to_device_position_transformed(unit_vertex: vec2<f32>, bounds: Bounds, transform: TransformationMatrix) -> vec4<f32> {
 122    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 123    //Note: Rust side stores it as row-major, so transposing here
 124    let transformed = transpose(transform.rotation_scale) * position + transform.translation;
 125    return to_device_position_impl(transformed);
 126}
 127
 128fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> {
 129  let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0));
 130  return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size;
 131}
 132
 133fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> {
 134    let tl = position - clip_bounds.origin;
 135    let br = clip_bounds.origin + clip_bounds.size - position;
 136    return vec4<f32>(tl.x, br.x, tl.y, br.y);
 137}
 138
 139fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> {
 140    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 141    return distance_from_clip_rect_impl(position, clip_bounds);
 142}
 143
 144// https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl
 145fn srgb_to_linear(srgb: vec3<f32>) -> vec3<f32> {
 146    let cutoff = srgb < vec3<f32>(0.04045);
 147    let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4));
 148    let lower = srgb / vec3<f32>(12.92);
 149    return select(higher, lower, cutoff);
 150}
 151
 152fn linear_to_srgb(linear: vec3<f32>) -> vec3<f32> {
 153    let cutoff = linear < vec3<f32>(0.0031308);
 154    let higher = vec3<f32>(1.055) * pow(linear, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055);
 155    let lower = linear * vec3<f32>(12.92);
 156    return select(higher, lower, cutoff);
 157}
 158
 159/// Convert a linear color to sRGBA space.
 160fn linear_to_srgba(color: vec4<f32>) -> vec4<f32> {
 161    return vec4<f32>(linear_to_srgb(color.rgb), color.a);
 162}
 163
 164/// Convert a sRGBA color to linear space.
 165fn srgba_to_linear(color: vec4<f32>) -> vec4<f32> {
 166    return vec4<f32>(srgb_to_linear(color.rgb), color.a);
 167}
 168
 169/// Hsla to linear RGBA conversion.
 170fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
 171    let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
 172    let s = hsla.s;
 173    let l = hsla.l;
 174    let a = hsla.a;
 175
 176    let c = (1.0 - abs(2.0 * l - 1.0)) * s;
 177    let x = c * (1.0 - abs(h % 2.0 - 1.0));
 178    let m = l - c / 2.0;
 179    var color = vec3<f32>(m);
 180
 181    if (h >= 0.0 && h < 1.0) {
 182        color.r += c;
 183        color.g += x;
 184    } else if (h >= 1.0 && h < 2.0) {
 185        color.r += x;
 186        color.g += c;
 187    } else if (h >= 2.0 && h < 3.0) {
 188        color.g += c;
 189        color.b += x;
 190    } else if (h >= 3.0 && h < 4.0) {
 191        color.g += x;
 192        color.b += c;
 193    } else if (h >= 4.0 && h < 5.0) {
 194        color.r += x;
 195        color.b += c;
 196    } else {
 197        color.r += c;
 198        color.b += x;
 199    }
 200
 201    // Input colors are assumed to be in sRGB space,
 202    // but blending and rendering needs to happen in linear space.
 203    // The output will be converted to sRGB by either the target
 204    // texture format or the swapchain color space.
 205    let linear = srgb_to_linear(color);
 206    return vec4<f32>(linear, a);
 207}
 208
 209/// Convert a linear sRGB to Oklab space.
 210/// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
 211fn linear_srgb_to_oklab(color: vec4<f32>) -> vec4<f32> {
 212	let l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
 213	let m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
 214	let s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
 215
 216	let l_ = pow(l, 1.0 / 3.0);
 217	let m_ = pow(m, 1.0 / 3.0);
 218	let s_ = pow(s, 1.0 / 3.0);
 219
 220	return vec4<f32>(
 221		0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
 222		1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
 223		0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
 224		color.a
 225	);
 226}
 227
 228/// Convert an Oklab color to linear sRGB space.
 229fn oklab_to_linear_srgb(color: vec4<f32>) -> vec4<f32> {
 230	let l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
 231	let m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
 232	let s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
 233
 234	let l = l_ * l_ * l_;
 235	let m = m_ * m_ * m_;
 236	let s = s_ * s_ * s_;
 237
 238	return vec4<f32>(
 239		4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
 240		-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
 241		-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
 242		color.a
 243	);
 244}
 245
 246fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
 247    let alpha = above.a + below.a * (1.0 - above.a);
 248    let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
 249    return vec4<f32>(color, alpha);
 250}
 251
 252// A standard gaussian function, used for weighting samples
 253fn gaussian(x: f32, sigma: f32) -> f32{
 254    return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
 255}
 256
 257// This approximates the error function, needed for the gaussian integral
 258fn erf(v: vec2<f32>) -> vec2<f32> {
 259    let s = sign(v);
 260    let a = abs(v);
 261    let r1 = 1.0 + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
 262    let r2 = r1 * r1;
 263    return s - s / (r2 * r2);
 264}
 265
 266fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 {
 267  let delta = min(half_size.y - corner - abs(y), 0.0);
 268  let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
 269  let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma));
 270  return integral.y - integral.x;
 271}
 272
 273// Selects corner radius based on quadrant.
 274fn pick_corner_radius(center_to_point: vec2<f32>, radii: Corners) -> f32 {
 275    if (center_to_point.x < 0.0) {
 276        if (center_to_point.y < 0.0) {
 277            return radii.top_left;
 278        } else {
 279            return radii.bottom_left;
 280        }
 281    } else {
 282        if (center_to_point.y < 0.0) {
 283            return radii.top_right;
 284        } else {
 285            return radii.bottom_right;
 286        }
 287    }
 288}
 289
 290// Signed distance of the point to the quad's border - positive outside the
 291// border, and negative inside.
 292//
 293// See comments on similar code using `quad_sdf_impl` in `fs_quad` for
 294// explanation.
 295fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
 296    let half_size = bounds.size / 2.0;
 297    let center = bounds.origin + half_size;
 298    let center_to_point = point - center;
 299    let corner_radius = pick_corner_radius(center_to_point, corner_radii);
 300    let corner_to_point = abs(center_to_point) - half_size;
 301    let corner_center_to_point = corner_to_point + corner_radius;
 302    return quad_sdf_impl(corner_center_to_point, corner_radius);
 303}
 304
 305fn quad_sdf_impl(corner_center_to_point: vec2<f32>, corner_radius: f32) -> f32 {
 306    if (corner_radius == 0.0) {
 307        // Fast path for unrounded corners.
 308        return max(corner_center_to_point.x, corner_center_to_point.y);
 309    } else {
 310        // Signed distance of the point from a quad that is inset by corner_radius.
 311        // It is negative inside this quad, and positive outside.
 312        let signed_distance_to_inset_quad =
 313            // 0 inside the inset quad, and positive outside.
 314            length(max(vec2<f32>(0.0), corner_center_to_point)) +
 315            // 0 outside the inset quad, and negative inside.
 316            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
 317
 318        return signed_distance_to_inset_quad - corner_radius;
 319    }
 320}
 321
 322// Abstract away the final color transformation based on the
 323// target alpha compositing mode.
 324fn blend_color(color: vec4<f32>, alpha_factor: f32) -> vec4<f32> {
 325    let alpha = color.a * alpha_factor;
 326    let multiplier = select(1.0, alpha, globals.premultiplied_alpha != 0u);
 327    return vec4<f32>(color.rgb * multiplier, alpha);
 328}
 329
 330
 331struct GradientColor {
 332    solid: vec4<f32>,
 333    color0: vec4<f32>,
 334    color1: vec4<f32>,
 335}
 336
 337fn prepare_gradient_color(tag: u32, color_space: u32,
 338    solid: Hsla, colors: array<LinearColorStop, 2>) -> GradientColor {
 339    var result = GradientColor();
 340
 341    if (tag == 0u || tag == 2u) {
 342        result.solid = hsla_to_rgba(solid);
 343    } else if (tag == 1u) {
 344        // The hsla_to_rgba is returns a linear sRGB color
 345        result.color0 = hsla_to_rgba(colors[0].color);
 346        result.color1 = hsla_to_rgba(colors[1].color);
 347
 348        // Prepare color space in vertex for avoid conversion
 349        // in fragment shader for performance reasons
 350        if (color_space == 0u) {
 351            // sRGB
 352            result.color0 = linear_to_srgba(result.color0);
 353            result.color1 = linear_to_srgba(result.color1);
 354        } else if (color_space == 1u) {
 355            // Oklab
 356            result.color0 = linear_srgb_to_oklab(result.color0);
 357            result.color1 = linear_srgb_to_oklab(result.color1);
 358        }
 359    }
 360
 361    return result;
 362}
 363
 364fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds,
 365    solid_color: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>) -> vec4<f32> {
 366    var background_color = vec4<f32>(0.0);
 367
 368    switch (background.tag) {
 369        default: {
 370            return solid_color;
 371        }
 372        case 1u: {
 373            // Linear gradient background.
 374            // -90 degrees to match the CSS gradient angle.
 375            let angle = background.gradient_angle_or_pattern_height;
 376            let radians = (angle % 360.0 - 90.0) * M_PI_F / 180.0;
 377            var direction = vec2<f32>(cos(radians), sin(radians));
 378            let stop0_percentage = background.colors[0].percentage;
 379            let stop1_percentage = background.colors[1].percentage;
 380
 381            // Expand the short side to be the same as the long side
 382            if (bounds.size.x > bounds.size.y) {
 383                direction.y *= bounds.size.y / bounds.size.x;
 384            } else {
 385                direction.x *= bounds.size.x / bounds.size.y;
 386            }
 387
 388            // Get the t value for the linear gradient with the color stop percentages.
 389            let half_size = bounds.size / 2.0;
 390            let center = bounds.origin + half_size;
 391            let center_to_point = position - center;
 392            var t = dot(center_to_point, direction) / length(direction);
 393            // Check the direct to determine the use x or y
 394            if (abs(direction.x) > abs(direction.y)) {
 395                t = (t + half_size.x) / bounds.size.x;
 396            } else {
 397                t = (t + half_size.y) / bounds.size.y;
 398            }
 399
 400            // Adjust t based on the stop percentages
 401            t = (t - stop0_percentage) / (stop1_percentage - stop0_percentage);
 402            t = clamp(t, 0.0, 1.0);
 403
 404            switch (background.color_space) {
 405                default: {
 406                    background_color = srgba_to_linear(mix(color0, color1, t));
 407                }
 408                case 1u: {
 409                    let oklab_color = mix(color0, color1, t);
 410                    background_color = oklab_to_linear_srgb(oklab_color);
 411                }
 412            }
 413        }
 414        case 2u: {
 415            let gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
 416            let pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
 417            let pattern_interval = (gradient_angle_or_pattern_height % 65535.0f) / 255.0f;
 418            let pattern_height = pattern_width + pattern_interval;
 419            let stripe_angle = M_PI_F / 4.0;
 420            let pattern_period = pattern_height * sin(stripe_angle);
 421            let rotation = mat2x2<f32>(
 422                cos(stripe_angle), -sin(stripe_angle),
 423                sin(stripe_angle), cos(stripe_angle)
 424            );
 425            let relative_position = position - bounds.origin;
 426            let rotated_point = rotation * relative_position;
 427            let pattern = rotated_point.x % pattern_period;
 428            let distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) /  2.0f;
 429            background_color = solid_color;
 430            background_color.a *= saturate(0.5 - distance);
 431        }
 432    }
 433
 434    return background_color;
 435}
 436
 437// --- quads --- //
 438
 439struct Quad {
 440    order: u32,
 441    border_style: u32,
 442    bounds: Bounds,
 443    content_mask: Bounds,
 444    background: Background,
 445    border_color: Hsla,
 446    corner_radii: Corners,
 447    border_widths: Edges,
 448}
 449var<storage, read> b_quads: array<Quad>;
 450
 451struct QuadVarying {
 452    @builtin(position) position: vec4<f32>,
 453    @location(0) @interpolate(flat) border_color: vec4<f32>,
 454    @location(1) @interpolate(flat) quad_id: u32,
 455    // TODO: use `clip_distance` once Naga supports it
 456    @location(2) clip_distances: vec4<f32>,
 457    @location(3) @interpolate(flat) background_solid: vec4<f32>,
 458    @location(4) @interpolate(flat) background_color0: vec4<f32>,
 459    @location(5) @interpolate(flat) background_color1: vec4<f32>,
 460}
 461
 462@vertex
 463fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying {
 464    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
 465    let quad = b_quads[instance_id];
 466
 467    var out = QuadVarying();
 468    out.position = to_device_position(unit_vertex, quad.bounds);
 469
 470    let gradient = prepare_gradient_color(
 471        quad.background.tag,
 472        quad.background.color_space,
 473        quad.background.solid,
 474        quad.background.colors
 475    );
 476    out.background_solid = gradient.solid;
 477    out.background_color0 = gradient.color0;
 478    out.background_color1 = gradient.color1;
 479    out.border_color = hsla_to_rgba(quad.border_color);
 480    out.quad_id = instance_id;
 481    out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
 482    return out;
 483}
 484
 485@fragment
 486fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
 487    // Alpha clip first, since we don't have `clip_distance`.
 488    if (any(input.clip_distances < vec4<f32>(0.0))) {
 489        return vec4<f32>(0.0);
 490    }
 491
 492    let quad = b_quads[input.quad_id];
 493
 494    let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
 495        input.background_solid, input.background_color0, input.background_color1);
 496
 497    let unrounded = quad.corner_radii.top_left == 0.0 &&
 498        quad.corner_radii.bottom_left == 0.0 &&
 499        quad.corner_radii.top_right == 0.0 &&
 500        quad.corner_radii.bottom_right == 0.0;
 501
 502    // Fast path when the quad is not rounded and doesn't have any border
 503    if (quad.border_widths.top == 0.0 &&
 504            quad.border_widths.left == 0.0 &&
 505            quad.border_widths.right == 0.0 &&
 506            quad.border_widths.bottom == 0.0 &&
 507            unrounded) {
 508        return blend_color(background_color, 1.0);
 509    }
 510
 511    let size = quad.bounds.size;
 512    let half_size = size / 2.0;
 513    let point = input.position.xy - quad.bounds.origin;
 514    let center_to_point = point - half_size;
 515
 516    // Signed distance field threshold for inclusion of pixels. Use of 0.5
 517    // instead of 1.0 causes the width of rounded borders to appear more
 518    // consistent with straight borders.
 519    let antialias_threshold = 0.5;
 520
 521    // Radius of the nearest corner
 522    let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
 523
 524    // Width of the nearest borders
 525    let border = vec2<f32>(
 526        select(
 527            quad.border_widths.right,
 528            quad.border_widths.left,
 529            center_to_point.x < 0.0),
 530        select(
 531            quad.border_widths.bottom,
 532            quad.border_widths.top,
 533            center_to_point.y < 0.0));
 534
 535    // 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
 536    // The purpose of this is to not draw antialiasing pixels in this case.
 537    let reduced_border =
 538        vec2<f32>(select(border.x, -antialias_threshold, border.x == 0.0),
 539                  select(border.y, -antialias_threshold, border.y == 0.0));
 540
 541    // Vector from the corner of the quad bounds to the point, after mirroring
 542    // the point into the bottom right quadrant. Both components are <= 0.
 543    let corner_to_point = abs(center_to_point) - half_size;
 544
 545    // Vector from the point to the center of the rounded corner's circle, also
 546    // mirrored into bottom right quadrant.
 547    let corner_center_to_point = corner_to_point + corner_radius;
 548
 549    // Whether the nearest point on the border is rounded
 550    let is_near_rounded_corner =
 551            corner_center_to_point.x >= 0 &&
 552            corner_center_to_point.y >= 0;
 553
 554    // Vector from straight border inner corner to point.
 555    let straight_border_inner_corner_to_point = corner_to_point + reduced_border;
 556
 557    // Whether the point is beyond the inner edge of the straight border.
 558    let is_beyond_inner_straight_border =
 559            straight_border_inner_corner_to_point.x > 0 ||
 560            straight_border_inner_corner_to_point.y > 0;
 561
 562    // Whether the point is far enough inside the quad, such that the pixels are
 563    // not affected by the straight border.
 564    let is_within_inner_straight_border =
 565        straight_border_inner_corner_to_point.x < -antialias_threshold &&
 566        straight_border_inner_corner_to_point.y < -antialias_threshold;
 567
 568    // Fast path for points that must be part of the background.
 569    //
 570    // This could be optimized further for large rounded corners by including
 571    // points in an inscribed rectangle, or some other quick linear check.
 572    // However, that might negatively impact performance in the case of
 573    // reasonable sizes for rounded corners.
 574    if (is_within_inner_straight_border && !is_near_rounded_corner) {
 575        return blend_color(background_color, 1.0);
 576    }
 577
 578    // Signed distance of the point to the outside edge of the quad's border. It
 579    // is positive outside this edge, and negative inside.
 580    let outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
 581
 582    // Approximate signed distance of the point to the inside edge of the quad's
 583    // border. It is negative outside this edge (within the border), and
 584    // positive inside.
 585    //
 586    // This is not always an accurate signed distance:
 587    // * The rounded portions with varying border width use an approximation of
 588    //   nearest-point-on-ellipse.
 589    // * When it is quickly known to be outside the edge, -1.0 is used.
 590    var inner_sdf = 0.0;
 591    if (corner_center_to_point.x <= 0 || corner_center_to_point.y <= 0) {
 592        // Fast paths for straight borders.
 593        inner_sdf = -max(straight_border_inner_corner_to_point.x,
 594                         straight_border_inner_corner_to_point.y);
 595    } else if (is_beyond_inner_straight_border) {
 596        // Fast path for points that must be outside the inner edge.
 597        inner_sdf = -1.0;
 598    } else if (reduced_border.x == reduced_border.y) {
 599        // Fast path for circular inner edge.
 600        inner_sdf = -(outer_sdf + reduced_border.x);
 601    } else {
 602        let ellipse_radii = max(vec2<f32>(0.0), corner_radius - reduced_border);
 603        inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
 604    }
 605
 606    // Negative when inside the border
 607    let border_sdf = max(inner_sdf, outer_sdf);
 608
 609    var color = background_color;
 610    if (border_sdf < antialias_threshold) {
 611        var border_color = input.border_color;
 612
 613        // Dashed border logic when border_style == 1
 614        if (quad.border_style == 1) {
 615            // Position in "dash space", where each dash period has length 1
 616            var t = 0.0;
 617
 618            // Total number of dash periods, so that the dash spacing can be
 619            // adjusted to evenly divide it
 620            var max_t = 0.0;
 621
 622            // Since border width affects the dash size, the density of dashes
 623            // varies, and this is indicated by dash_velocity. It has units
 624            // (dash period / pixel). So a dash velocity of (1 / 10) is 1 dash
 625            // every 10 pixels.
 626            var dash_velocity = 0.0;
 627
 628            // Dash pattern: (2 * border width) dash, (1 * border width) gap
 629            let dash_length_per_width = 2.0;
 630            let dash_gap_per_width = 1.0;
 631            let dash_period_per_width = dash_length_per_width + dash_gap_per_width;
 632
 633            // Dividing this by the border width gives the dash velocity
 634            let dv_numerator = 1.0 / dash_period_per_width;
 635
 636            if (unrounded) {
 637                // When corners aren't rounded, the dashes are separately laid
 638                // out on each straight line, rather than around the whole
 639                // perimeter. This way each line starts and ends with a dash.
 640                let is_horizontal =
 641                        corner_center_to_point.x <
 642                        corner_center_to_point.y;
 643                let border_width = select(border.y, border.x, is_horizontal);
 644                dash_velocity = dv_numerator / border_width;
 645                t = select(point.y, point.x, is_horizontal) * dash_velocity;
 646                max_t = select(size.y, size.x, is_horizontal) * dash_velocity;
 647            } else {
 648                // When corners are rounded, the dashes are laid out around the
 649                // whole perimeter.
 650
 651                let r_tr = quad.corner_radii.top_right;
 652                let r_br = quad.corner_radii.bottom_right;
 653                let r_bl = quad.corner_radii.bottom_left;
 654                let r_tl = quad.corner_radii.top_left;
 655
 656                let w_t = quad.border_widths.top;
 657                let w_r = quad.border_widths.right;
 658                let w_b = quad.border_widths.bottom;
 659                let w_l = quad.border_widths.left;
 660
 661                // Straight side dash velocities
 662                let dv_t = select(dv_numerator / w_t, 0.0, w_t <= 0.0);
 663                let dv_r = select(dv_numerator / w_r, 0.0, w_r <= 0.0);
 664                let dv_b = select(dv_numerator / w_b, 0.0, w_b <= 0.0);
 665                let dv_l = select(dv_numerator / w_l, 0.0, w_l <= 0.0);
 666
 667                // Straight side lengths in dash space
 668                let s_t = (size.x - r_tl - r_tr) * dv_t;
 669                let s_r = (size.y - r_tr - r_br) * dv_r;
 670                let s_b = (size.x - r_br - r_bl) * dv_b;
 671                let s_l = (size.y - r_bl - r_tl) * dv_l;
 672
 673                let corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
 674                let corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
 675                let corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
 676                let corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
 677
 678                // Corner lengths in dash space
 679                let c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
 680                let c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
 681                let c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
 682                let c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
 683
 684                // Cumulative dash space upto each segment
 685                let upto_tr = s_t;
 686                let upto_r = upto_tr + c_tr;
 687                let upto_br = upto_r + s_r;
 688                let upto_b = upto_br + c_br;
 689                let upto_bl = upto_b + s_b;
 690                let upto_l = upto_bl + c_bl;
 691                let upto_tl = upto_l + s_l;
 692                max_t = upto_tl + c_tl;
 693
 694                if (is_near_rounded_corner) {
 695                    let radians = atan2(corner_center_to_point.y,
 696                                        corner_center_to_point.x);
 697                    let corner_t = radians * corner_radius;
 698
 699                    if (center_to_point.x >= 0.0) {
 700                        if (center_to_point.y < 0.0) {
 701                            dash_velocity = corner_dash_velocity_tr;
 702                            t = upto_r - corner_t * dash_velocity;
 703                        } else {
 704                            dash_velocity = corner_dash_velocity_br;
 705                            t = upto_br + corner_t * dash_velocity;
 706                        }
 707                    } else {
 708                        if (center_to_point.y >= 0.0) {
 709                            dash_velocity = corner_dash_velocity_bl;
 710                            t = upto_l - corner_t * dash_velocity;
 711                        } else {
 712                            dash_velocity = corner_dash_velocity_tl;
 713                            t = upto_tl + corner_t * dash_velocity;
 714                        }
 715                    }
 716                } else {
 717                    // Straight borders
 718                    let is_horizontal =
 719                            corner_center_to_point.x <
 720                            corner_center_to_point.y;
 721                    if (is_horizontal) {
 722                        if (center_to_point.y < 0.0) {
 723                            dash_velocity = dv_t;
 724                            t = (point.x - r_tl) * dash_velocity;
 725                        } else {
 726                            dash_velocity = dv_b;
 727                            t = upto_bl - (point.x - r_bl) * dash_velocity;
 728                        }
 729                    } else {
 730                        if (center_to_point.x < 0.0) {
 731                            dash_velocity = dv_l;
 732                            t = upto_tl - (point.y - r_tl) * dash_velocity;
 733                        } else {
 734                            dash_velocity = dv_r;
 735                            t = upto_r + (point.y - r_tr) * dash_velocity;
 736                        }
 737                    }
 738                }
 739            }
 740
 741            let dash_length = dash_length_per_width / dash_period_per_width;
 742            let desired_dash_gap = dash_gap_per_width / dash_period_per_width;
 743
 744            // Straight borders should start and end with a dash, so max_t is
 745            // reduced to cause this.
 746            max_t -= select(0.0, dash_length, unrounded);
 747            if (max_t >= 1.0) {
 748                // Adjust dash gap to evenly divide max_t.
 749                let dash_count = floor(max_t);
 750                let dash_period = max_t / dash_count;
 751                border_color.a *= dash_alpha(
 752                    t,
 753                    dash_period,
 754                    dash_length,
 755                    dash_velocity,
 756                    antialias_threshold);
 757            } else if (unrounded) {
 758                // When there isn't enough space for the full gap between the
 759                // two start / end dashes of a straight border, reduce gap to
 760                // make them fit.
 761                let dash_gap = max_t - dash_length;
 762                if (dash_gap > 0.0) {
 763                    let dash_period = dash_length + dash_gap;
 764                    border_color.a *= dash_alpha(
 765                        t,
 766                        dash_period,
 767                        dash_length,
 768                        dash_velocity,
 769                        antialias_threshold);
 770                }
 771            }
 772        }
 773
 774        // Blend the border on top of the background and then linearly interpolate
 775        // between the two as we slide inside the background.
 776        let blended_border = over(background_color, border_color);
 777        color = mix(background_color, blended_border,
 778                    saturate(antialias_threshold - inner_sdf));
 779    }
 780
 781    return blend_color(color, saturate(antialias_threshold - outer_sdf));
 782}
 783
 784// Returns the dash velocity of a corner given the dash velocity of the two
 785// sides, by returning the slower velocity (larger dashes).
 786//
 787// Since 0 is used for dash velocity when the border width is 0 (instead of
 788// +inf), this returns the other dash velocity in that case.
 789//
 790// An alternative to this might be to appropriately interpolate the dash
 791// velocity around the corner, but that seems overcomplicated.
 792fn corner_dash_velocity(dv1: f32, dv2: f32) -> f32 {
 793    if (dv1 == 0.0) {
 794        return dv2;
 795    } else if (dv2 == 0.0) {
 796        return dv1;
 797    } else {
 798        return min(dv1, dv2);
 799    }
 800}
 801
 802// Returns alpha used to render antialiased dashes.
 803// `t` is within the dash when `fmod(t, period) < length`.
 804fn dash_alpha(t: f32, period: f32, length: f32, dash_velocity: f32, antialias_threshold: f32) -> f32 {
 805    let half_period = period / 2;
 806    let half_length = length / 2;
 807    // Value in [-half_period, half_period].
 808    // The dash is in [-half_length, half_length].
 809    let centered = fmod(t + half_period - half_length, period) - half_period;
 810    // Signed distance for the dash, negative values are inside the dash.
 811    let signed_distance = abs(centered) - half_length;
 812    // Antialiased alpha based on the signed distance.
 813    return saturate(antialias_threshold - signed_distance / dash_velocity);
 814}
 815
 816// This approximates distance to the nearest point to a quarter ellipse in a way
 817// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
 818// The components of `point` are expected to be positive.
 819//
 820// Negative on the outside and positive on the inside.
 821fn quarter_ellipse_sdf(point: vec2<f32>, radii: vec2<f32>) -> f32 {
 822    // Scale the space to treat the ellipse like a unit circle.
 823    let circle_vec = point / radii;
 824    let unit_circle_sdf = length(circle_vec) - 1.0;
 825    // Approximate up-scaling of the length by using the average of the radii.
 826    //
 827    // TODO: A better solution would be to use the gradient of the implicit
 828    // function for an ellipse to approximate a scaling factor.
 829    return unit_circle_sdf * (radii.x + radii.y) * -0.5;
 830}
 831
 832// Modulus that has the same sign as `a`.
 833fn fmod(a: f32, b: f32) -> f32 {
 834    return a - b * trunc(a / b);
 835}
 836
 837// --- shadows --- //
 838
 839struct Shadow {
 840    order: u32,
 841    blur_radius: f32,
 842    bounds: Bounds,
 843    corner_radii: Corners,
 844    content_mask: Bounds,
 845    color: Hsla,
 846}
 847var<storage, read> b_shadows: array<Shadow>;
 848
 849struct ShadowVarying {
 850    @builtin(position) position: vec4<f32>,
 851    @location(0) @interpolate(flat) color: vec4<f32>,
 852    @location(1) @interpolate(flat) shadow_id: u32,
 853    //TODO: use `clip_distance` once Naga supports it
 854    @location(3) clip_distances: vec4<f32>,
 855}
 856
 857@vertex
 858fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> ShadowVarying {
 859    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
 860    var shadow = b_shadows[instance_id];
 861
 862    let margin = 3.0 * shadow.blur_radius;
 863    // Set the bounds of the shadow and adjust its size based on the shadow's
 864    // spread radius to achieve the spreading effect
 865    shadow.bounds.origin -= vec2<f32>(margin);
 866    shadow.bounds.size += 2.0 * vec2<f32>(margin);
 867
 868    var out = ShadowVarying();
 869    out.position = to_device_position(unit_vertex, shadow.bounds);
 870    out.color = hsla_to_rgba(shadow.color);
 871    out.shadow_id = instance_id;
 872    out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
 873    return out;
 874}
 875
 876@fragment
 877fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
 878    // Alpha clip first, since we don't have `clip_distance`.
 879    if (any(input.clip_distances < vec4<f32>(0.0))) {
 880        return vec4<f32>(0.0);
 881    }
 882
 883    let shadow = b_shadows[input.shadow_id];
 884    let half_size = shadow.bounds.size / 2.0;
 885    let center = shadow.bounds.origin + half_size;
 886    let center_to_point = input.position.xy - center;
 887
 888    let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
 889
 890    // The signal is only non-zero in a limited range, so don't waste samples
 891    let low = center_to_point.y - half_size.y;
 892    let high = center_to_point.y + half_size.y;
 893    let start = clamp(-3.0 * shadow.blur_radius, low, high);
 894    let end = clamp(3.0 * shadow.blur_radius, low, high);
 895
 896    // Accumulate samples (we can get away with surprisingly few samples)
 897    let step = (end - start) / 4.0;
 898    var y = start + step * 0.5;
 899    var alpha = 0.0;
 900    for (var i = 0; i < 4; i += 1) {
 901        let blur = blur_along_x(center_to_point.x, center_to_point.y - y,
 902            shadow.blur_radius, corner_radius, half_size);
 903        alpha +=  blur * gaussian(y, shadow.blur_radius) * step;
 904        y += step;
 905    }
 906
 907    return blend_color(input.color, alpha);
 908}
 909
 910// --- path rasterization --- //
 911
 912struct PathVertex {
 913    xy_position: vec2<f32>,
 914    st_position: vec2<f32>,
 915    content_mask: Bounds,
 916}
 917var<storage, read> b_path_vertices: array<PathVertex>;
 918
 919struct PathRasterizationVarying {
 920    @builtin(position) position: vec4<f32>,
 921    @location(0) st_position: vec2<f32>,
 922    //TODO: use `clip_distance` once Naga supports it
 923    @location(3) clip_distances: vec4<f32>,
 924}
 925
 926@vertex
 927fn vs_path_rasterization(@builtin(vertex_index) vertex_id: u32) -> PathRasterizationVarying {
 928    let v = b_path_vertices[vertex_id];
 929
 930    var out = PathRasterizationVarying();
 931    out.position = to_device_position_impl(v.xy_position);
 932    out.st_position = v.st_position;
 933    out.clip_distances = distance_from_clip_rect_impl(v.xy_position, v.content_mask);
 934    return out;
 935}
 936
 937@fragment
 938fn fs_path_rasterization(input: PathRasterizationVarying) -> @location(0) f32 {
 939    let dx = dpdx(input.st_position);
 940    let dy = dpdy(input.st_position);
 941    if (any(input.clip_distances < vec4<f32>(0.0))) {
 942        return 0.0;
 943    }
 944
 945    let gradient = 2.0 * input.st_position.xx * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
 946    let f = input.st_position.x * input.st_position.x - input.st_position.y;
 947    let distance = f / length(gradient);
 948    return saturate(0.5 - distance);
 949}
 950
 951// --- paths --- //
 952
 953struct PathSprite {
 954    bounds: Bounds,
 955    color: Background,
 956    tile: AtlasTile,
 957}
 958var<storage, read> b_path_sprites: array<PathSprite>;
 959
 960struct PathVarying {
 961    @builtin(position) position: vec4<f32>,
 962    @location(0) tile_position: vec2<f32>,
 963    @location(1) @interpolate(flat) instance_id: u32,
 964    @location(2) @interpolate(flat) color_solid: vec4<f32>,
 965    @location(3) @interpolate(flat) color0: vec4<f32>,
 966    @location(4) @interpolate(flat) color1: vec4<f32>,
 967}
 968
 969@vertex
 970fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PathVarying {
 971    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
 972    let sprite = b_path_sprites[instance_id];
 973    // Don't apply content mask because it was already accounted for when rasterizing the path.
 974
 975    var out = PathVarying();
 976    out.position = to_device_position(unit_vertex, sprite.bounds);
 977    out.tile_position = to_tile_position(unit_vertex, sprite.tile);
 978    out.instance_id = instance_id;
 979
 980    let gradient = prepare_gradient_color(
 981        sprite.color.tag,
 982        sprite.color.color_space,
 983        sprite.color.solid,
 984        sprite.color.colors
 985    );
 986    out.color_solid = gradient.solid;
 987    out.color0 = gradient.color0;
 988    out.color1 = gradient.color1;
 989    return out;
 990}
 991
 992@fragment
 993fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
 994    let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
 995    let mask = 1.0 - abs(1.0 - sample % 2.0);
 996    let sprite = b_path_sprites[input.instance_id];
 997    let background = sprite.color;
 998    let color = gradient_color(background, input.position.xy, sprite.bounds,
 999        input.color_solid, input.color0, input.color1);
1000    return blend_color(color, mask);
1001}
1002
1003// --- underlines --- //
1004
1005struct Underline {
1006    order: u32,
1007    pad: u32,
1008    bounds: Bounds,
1009    content_mask: Bounds,
1010    color: Hsla,
1011    thickness: f32,
1012    wavy: u32,
1013}
1014var<storage, read> b_underlines: array<Underline>;
1015
1016struct UnderlineVarying {
1017    @builtin(position) position: vec4<f32>,
1018    @location(0) @interpolate(flat) color: vec4<f32>,
1019    @location(1) @interpolate(flat) underline_id: u32,
1020    //TODO: use `clip_distance` once Naga supports it
1021    @location(3) clip_distances: vec4<f32>,
1022}
1023
1024@vertex
1025fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> UnderlineVarying {
1026    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1027    let underline = b_underlines[instance_id];
1028
1029    var out = UnderlineVarying();
1030    out.position = to_device_position(unit_vertex, underline.bounds);
1031    out.color = hsla_to_rgba(underline.color);
1032    out.underline_id = instance_id;
1033    out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
1034    return out;
1035}
1036
1037@fragment
1038fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
1039    // Alpha clip first, since we don't have `clip_distance`.
1040    if (any(input.clip_distances < vec4<f32>(0.0))) {
1041        return vec4<f32>(0.0);
1042    }
1043
1044    let underline = b_underlines[input.underline_id];
1045    if ((underline.wavy & 0xFFu) == 0u)
1046    {
1047        return blend_color(input.color, input.color.a);
1048    }
1049
1050    let half_thickness = underline.thickness * 0.5;
1051    let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2<f32>(0.0, 0.5);
1052    let frequency = M_PI_F * 3.0 * underline.thickness / 3.0;
1053    let amplitude = 1.0 / (4.0 * underline.thickness);
1054    let sine = sin(st.x * frequency) * amplitude;
1055    let dSine = cos(st.x * frequency) * amplitude * frequency;
1056    let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine);
1057    let distance_in_pixels = distance * underline.bounds.size.y;
1058    let distance_from_top_border = distance_in_pixels - half_thickness;
1059    let distance_from_bottom_border = distance_in_pixels + half_thickness;
1060    let alpha = saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
1061    return blend_color(input.color, alpha * input.color.a);
1062}
1063
1064// --- monochrome sprites --- //
1065
1066struct MonochromeSprite {
1067    order: u32,
1068    pad: u32,
1069    bounds: Bounds,
1070    content_mask: Bounds,
1071    color: Hsla,
1072    tile: AtlasTile,
1073    transformation: TransformationMatrix,
1074}
1075var<storage, read> b_mono_sprites: array<MonochromeSprite>;
1076
1077struct MonoSpriteVarying {
1078    @builtin(position) position: vec4<f32>,
1079    @location(0) tile_position: vec2<f32>,
1080    @location(1) @interpolate(flat) color: vec4<f32>,
1081    @location(3) clip_distances: vec4<f32>,
1082}
1083
1084@vertex
1085fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> MonoSpriteVarying {
1086    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1087    let sprite = b_mono_sprites[instance_id];
1088
1089    var out = MonoSpriteVarying();
1090    out.position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
1091
1092    out.tile_position = to_tile_position(unit_vertex, sprite.tile);
1093    out.color = hsla_to_rgba(sprite.color);
1094    out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
1095    return out;
1096}
1097
1098@fragment
1099fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
1100    let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
1101    // Alpha clip after using the derivatives.
1102    if (any(input.clip_distances < vec4<f32>(0.0))) {
1103        return vec4<f32>(0.0);
1104    }
1105    return blend_color(input.color, sample);
1106}
1107
1108// --- polychrome sprites --- //
1109
1110struct PolychromeSprite {
1111    order: u32,
1112    pad: u32,
1113    grayscale: u32,
1114    opacity: f32,
1115    bounds: Bounds,
1116    content_mask: Bounds,
1117    corner_radii: Corners,
1118    tile: AtlasTile,
1119}
1120var<storage, read> b_poly_sprites: array<PolychromeSprite>;
1121
1122struct PolySpriteVarying {
1123    @builtin(position) position: vec4<f32>,
1124    @location(0) tile_position: vec2<f32>,
1125    @location(1) @interpolate(flat) sprite_id: u32,
1126    @location(3) clip_distances: vec4<f32>,
1127}
1128
1129@vertex
1130fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PolySpriteVarying {
1131    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1132    let sprite = b_poly_sprites[instance_id];
1133
1134    var out = PolySpriteVarying();
1135    out.position = to_device_position(unit_vertex, sprite.bounds);
1136    out.tile_position = to_tile_position(unit_vertex, sprite.tile);
1137    out.sprite_id = instance_id;
1138    out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
1139    return out;
1140}
1141
1142@fragment
1143fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
1144    let sample = textureSample(t_sprite, s_sprite, input.tile_position);
1145    // Alpha clip after using the derivatives.
1146    if (any(input.clip_distances < vec4<f32>(0.0))) {
1147        return vec4<f32>(0.0);
1148    }
1149
1150    let sprite = b_poly_sprites[input.sprite_id];
1151    let distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
1152
1153    var color = sample;
1154    if ((sprite.grayscale & 0xFFu) != 0u) {
1155        let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
1156        color = vec4<f32>(vec3<f32>(grayscale), sample.a);
1157    }
1158    return blend_color(color, sprite.opacity * saturate(0.5 - distance));
1159}
1160
1161// --- surfaces --- //
1162
1163struct SurfaceParams {
1164    bounds: Bounds,
1165    content_mask: Bounds,
1166}
1167
1168var<uniform> surface_locals: SurfaceParams;
1169var t_y: texture_2d<f32>;
1170var t_cb_cr: texture_2d<f32>;
1171var s_surface: sampler;
1172
1173const ycbcr_to_RGB = mat4x4<f32>(
1174    vec4<f32>( 1.0000f,  1.0000f,  1.0000f, 0.0),
1175    vec4<f32>( 0.0000f, -0.3441f,  1.7720f, 0.0),
1176    vec4<f32>( 1.4020f, -0.7141f,  0.0000f, 0.0),
1177    vec4<f32>(-0.7010f,  0.5291f, -0.8860f, 1.0),
1178);
1179
1180struct SurfaceVarying {
1181    @builtin(position) position: vec4<f32>,
1182    @location(0) texture_position: vec2<f32>,
1183    @location(3) clip_distances: vec4<f32>,
1184}
1185
1186@vertex
1187fn vs_surface(@builtin(vertex_index) vertex_id: u32) -> SurfaceVarying {
1188    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1189
1190    var out = SurfaceVarying();
1191    out.position = to_device_position(unit_vertex, surface_locals.bounds);
1192    out.texture_position = unit_vertex;
1193    out.clip_distances = distance_from_clip_rect(unit_vertex, surface_locals.bounds, surface_locals.content_mask);
1194    return out;
1195}
1196
1197@fragment
1198fn fs_surface(input: SurfaceVarying) -> @location(0) vec4<f32> {
1199    // Alpha clip after using the derivatives.
1200    if (any(input.clip_distances < vec4<f32>(0.0))) {
1201        return vec4<f32>(0.0);
1202    }
1203
1204    let y_cb_cr = vec4<f32>(
1205        textureSampleLevel(t_y, s_surface, input.texture_position, 0.0).r,
1206        textureSampleLevel(t_cb_cr, s_surface, input.texture_position, 0.0).rg,
1207        1.0);
1208
1209    return ycbcr_to_RGB * y_cb_cr;
1210}