shaders.metal

  1#include <metal_stdlib>
  2#include "shaders.h"
  3
  4using namespace metal;
  5
  6float4 coloru_to_colorf(uchar4 coloru) {
  7    return float4(coloru) / float4(0xff, 0xff, 0xff, 0xff);
  8}
  9
 10float4 to_device_position(float2 pixel_position, float2 viewport_size) {
 11    return float4(pixel_position / viewport_size * float2(2., -2.) + float2(-1., 1.), 0., 1.);
 12}
 13
 14// A standard gaussian function, used for weighting samples
 15float gaussian(float x, float sigma) {
 16    return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
 17}
 18
 19// This approximates the error function, needed for the gaussian integral
 20float2 erf(float2 x) {
 21    float2 s = sign(x);
 22    float2 a = abs(x);
 23    x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
 24    x *= x;
 25    return s - s / (x * x);
 26}
 27
 28float blur_along_x(float x, float y, float sigma, float corner, float2 halfSize) {
 29    float delta = min(halfSize.y - corner - abs(y), 0.);
 30    float curved = halfSize.x - corner + sqrt(max(0., corner * corner - delta * delta));
 31    float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
 32    return integral.y - integral.x;
 33}
 34
 35struct QuadFragmentInput {
 36    float4 position [[position]];
 37    vector_float2 origin;
 38    vector_float2 size;
 39    vector_uchar4 background_color;
 40    float border_top;
 41    float border_right;
 42    float border_bottom;
 43    float border_left;
 44    vector_uchar4 border_color;
 45    float corner_radius;
 46};
 47
 48vertex QuadFragmentInput quad_vertex(
 49    uint unit_vertex_id [[vertex_id]],
 50    uint quad_id [[instance_id]],
 51    constant float2 *unit_vertices [[buffer(GPUIQuadInputIndexVertices)]],
 52    constant GPUIQuad *quads [[buffer(GPUIQuadInputIndexQuads)]],
 53    constant GPUIUniforms *uniforms [[buffer(GPUIQuadInputIndexUniforms)]]
 54) {
 55    float2 unit_vertex = unit_vertices[unit_vertex_id];
 56    GPUIQuad quad = quads[quad_id];
 57    float2 position = unit_vertex * quad.size + quad.origin;
 58    float4 device_position = to_device_position(position, uniforms->viewport_size);
 59
 60    return QuadFragmentInput {
 61        device_position,
 62        quad.origin,
 63        quad.size,
 64        quad.background_color,
 65        quad.border_top,
 66        quad.border_right,
 67        quad.border_bottom,
 68        quad.border_left,
 69        quad.border_color,
 70        quad.corner_radius,
 71    };
 72}
 73
 74fragment float4 quad_fragment(
 75    QuadFragmentInput input [[stage_in]]
 76) {
 77    float2 half_size = input.size / 2.;
 78    float2 center = input.origin + half_size;
 79    float2 center_to_point = input.position.xy - center;
 80    float2 edge_to_point = abs(center_to_point) - half_size;
 81    float2 rounded_edge_to_point = abs(center_to_point) - half_size + input.corner_radius;
 82    float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.corner_radius;
 83
 84    float border_width = 0.;
 85    if (edge_to_point.x > edge_to_point.y) {
 86        border_width = center_to_point.x <= 0. ? input.border_left : input.border_right;
 87    } else {
 88        border_width = center_to_point.y <= 0. ? input.border_top : input.border_bottom;
 89    }
 90
 91    float4 color;
 92    if (border_width == 0.) {
 93        color = coloru_to_colorf(input.background_color);
 94    } else {
 95        float inset_distance = distance + border_width;
 96        color = mix(
 97            coloru_to_colorf(input.border_color),
 98            coloru_to_colorf(input.background_color),
 99            saturate(0.5 - inset_distance)
100        );
101    }
102
103    float4 coverage = float4(1., 1., 1., saturate(0.5 - distance));
104    return coverage * color;
105}
106
107struct ShadowFragmentInput {
108    float4 position [[position]];
109    vector_float2 origin;
110    vector_float2 size;
111    float corner_radius;
112    float sigma;
113    vector_uchar4 color;
114};
115
116vertex ShadowFragmentInput shadow_vertex(
117    uint unit_vertex_id [[vertex_id]],
118    uint shadow_id [[instance_id]],
119    constant float2 *unit_vertices [[buffer(GPUIShadowInputIndexVertices)]],
120    constant GPUIShadow *shadows [[buffer(GPUIShadowInputIndexShadows)]],
121    constant GPUIUniforms *uniforms [[buffer(GPUIShadowInputIndexUniforms)]]
122) {
123    float2 unit_vertex = unit_vertices[unit_vertex_id];
124    GPUIShadow shadow = shadows[shadow_id];
125
126    float margin = 3. * shadow.sigma;
127    float2 position = unit_vertex * (shadow.size + 2. * margin) + shadow.origin - margin;
128    float4 device_position = to_device_position(position, uniforms->viewport_size);
129
130    return ShadowFragmentInput {
131        device_position,
132        shadow.origin,
133        shadow.size,
134        shadow.corner_radius,
135        shadow.sigma,
136        shadow.color,
137    };
138}
139
140fragment float4 shadow_fragment(
141    ShadowFragmentInput input [[stage_in]]
142) {
143    float sigma = input.sigma;
144    float corner_radius = input.corner_radius;
145    float2 half_size = input.size / 2.;
146    float2 center = input.origin + half_size;
147    float2 point = input.position.xy - center;
148
149    // The signal is only non-zero in a limited range, so don't waste samples
150    float low = point.y - half_size.y;
151    float high = point.y + half_size.y;
152    float start = clamp(-3. * sigma, low, high);
153    float end = clamp(3. * sigma, low, high);
154
155    // Accumulate samples (we can get away with surprisingly few samples)
156    float step = (end - start) / 4.;
157    float y = start + step * 0.5;
158    float alpha = 0.;
159    for (int i = 0; i < 4; i++) {
160        alpha += blur_along_x(point.x, point.y - y, sigma, corner_radius, half_size) * gaussian(y, sigma) * step;
161        y += step;
162    }
163
164    return float4(1., 1., 1., alpha) * coloru_to_colorf(input.color);
165}
166
167struct SpriteFragmentInput {
168    float4 position [[position]];
169    float2 atlas_position;
170    float4 color [[flat]];
171};
172
173vertex SpriteFragmentInput sprite_vertex(
174    uint unit_vertex_id [[vertex_id]],
175    uint sprite_id [[instance_id]],
176    constant float2 *unit_vertices [[buffer(GPUISpriteVertexInputIndexVertices)]],
177    constant GPUISprite *sprites [[buffer(GPUISpriteVertexInputIndexSprites)]],
178    constant float2 *viewport_size [[buffer(GPUISpriteVertexInputIndexViewportSize)]],
179    constant float2 *atlas_size [[buffer(GPUISpriteVertexInputIndexAtlasSize)]]
180) {
181    float2 unit_vertex = unit_vertices[unit_vertex_id];
182    GPUISprite sprite = sprites[sprite_id];
183    float2 position = unit_vertex * sprite.size + sprite.origin;
184    float4 device_position = to_device_position(position, *viewport_size);
185    float2 atlas_position = (unit_vertex * sprite.size + sprite.atlas_origin) / *atlas_size;
186
187    return SpriteFragmentInput {
188        device_position,
189        atlas_position,
190        coloru_to_colorf(sprite.color),
191    };
192}
193
194fragment float4 sprite_fragment(
195    SpriteFragmentInput input [[stage_in]],
196    texture2d<float> atlas [[ texture(GPUISpriteFragmentInputIndexAtlas) ]]
197) {
198    constexpr sampler atlas_sampler(mag_filter::linear, min_filter::linear);
199    float4 color = input.color;
200    float4 mask = atlas.sample(atlas_sampler, input.atlas_position);
201    color.a *= mask.a;
202    return color;
203}
204
205struct PathWindingFragmentInput {
206    float4 position [[position]];
207    float2 st_position;
208};
209
210vertex PathWindingFragmentInput path_winding_vertex(
211    uint vertex_id [[vertex_id]],
212    constant GPUIPathVertex *vertices [[buffer(GPUIPathWindingVertexInputIndexVertices)]],
213    constant float2 *viewport_size [[buffer(GPUIPathWindingVertexInputIndexViewportSize)]]
214) {
215    GPUIPathVertex v = vertices[vertex_id];
216    float4 device_position = to_device_position(v.xy_position, *viewport_size);
217    return PathWindingFragmentInput {
218        device_position,
219        v.st_position,
220    };
221}
222
223fragment float4 path_winding_fragment(
224    PathWindingFragmentInput input [[stage_in]]
225) {
226    if (input.st_position.x * input.st_position.x - input.st_position.y > 0.0) {
227        return float4(0.0);
228    } else {
229        return float4(float3(0.0), 1.0 / 255.0);
230    }
231}