shaders.wgsl

   1enable dual_source_blending;
   2/* Functions useful for debugging:
   3
   4// A heat map color for debugging (blue -> cyan -> green -> yellow -> red).
   5fn heat_map_color(value: f32, minValue: f32, maxValue: f32, position: vec2<f32>) -> vec4<f32> {
   6    // Normalize value to 0-1 range
   7    let t = clamp((value - minValue) / (maxValue - minValue), 0.0, 1.0);
   8
   9    // Heat map color calculation
  10    let r = t * t;
  11    let g = 4.0 * t * (1.0 - t);
  12    let b = (1.0 - t) * (1.0 - t);
  13    let heat_color = vec3<f32>(r, g, b);
  14
  15    // Create a checkerboard pattern (black and white)
  16    let sum = floor(position.x / 3) + floor(position.y / 3);
  17    let is_odd = fract(sum * 0.5); // 0.0 for even, 0.5 for odd
  18    let checker_value = is_odd * 2.0; // 0.0 for even, 1.0 for odd
  19    let checker_color = vec3<f32>(checker_value);
  20
  21    // Determine if value is in range (1.0 if in range, 0.0 if out of range)
  22    let in_range = step(minValue, value) * step(value, maxValue);
  23
  24    // Mix checkerboard and heat map based on whether value is in range
  25    let final_color = mix(checker_color, heat_color, in_range);
  26
  27    return vec4<f32>(final_color, 1.0);
  28}
  29
  30*/
  31
  32// Contrast and gamma correction adapted from https://github.com/microsoft/terminal/blob/1283c0f5b99a2961673249fa77c6b986efb5086c/src/renderer/atlas/dwrite.hlsl
  33// Copyright (c) Microsoft Corporation.
  34// Licensed under the MIT license.
  35fn color_brightness(color: vec3<f32>) -> f32 {
  36    // REC. 601 luminance coefficients for perceived brightness
  37    return dot(color, vec3<f32>(0.30, 0.59, 0.11));
  38}
  39
  40fn light_on_dark_contrast(enhancedContrast: f32, color: vec3<f32>) -> f32 {
  41    let brightness = color_brightness(color);
  42    let multiplier = saturate(4.0 * (0.75 - brightness));
  43    return enhancedContrast * multiplier;
  44}
  45
  46fn enhance_contrast(alpha: f32, k: f32) -> f32 {
  47    return alpha * (k + 1.0) / (alpha * k + 1.0);
  48}
  49
  50fn enhance_contrast3(alpha: vec3<f32>, k: f32) -> vec3<f32> {
  51    return alpha * (k + 1.0) / (alpha * k + 1.0);
  52}
  53
  54fn apply_alpha_correction(a: f32, b: f32, g: vec4<f32>) -> f32 {
  55    let brightness_adjustment = g.x * b + g.y;
  56    let correction = brightness_adjustment * a + (g.z * b + g.w);
  57    return a + a * (1.0 - a) * correction;
  58}
  59
  60fn apply_alpha_correction3(a: vec3<f32>, b: vec3<f32>, g: vec4<f32>) -> vec3<f32> {
  61    let brightness_adjustment = g.x * b + g.y;
  62    let correction = brightness_adjustment * a + (g.z * b + g.w);
  63    return a + a * (1.0 - a) * correction;
  64}
  65
  66fn apply_contrast_and_gamma_correction(sample: f32, color: vec3<f32>, enhanced_contrast_factor: f32, gamma_ratios: vec4<f32>) -> f32 {
  67    let enhanced_contrast = light_on_dark_contrast(enhanced_contrast_factor, color);
  68    let brightness = color_brightness(color);
  69
  70    let contrasted = enhance_contrast(sample, enhanced_contrast);
  71    return apply_alpha_correction(contrasted, brightness, gamma_ratios);
  72}
  73
  74fn apply_contrast_and_gamma_correction3(sample: vec3<f32>, color: vec3<f32>, enhanced_contrast_factor: f32, gamma_ratios: vec4<f32>) -> vec3<f32> {
  75    let enhanced_contrast = light_on_dark_contrast(enhanced_contrast_factor, color);
  76
  77    let contrasted = enhance_contrast3(sample, enhanced_contrast);
  78    return apply_alpha_correction3(contrasted, color, gamma_ratios);
  79}
  80
  81struct GlobalParams {
  82    viewport_size: vec2<f32>,
  83    premultiplied_alpha: u32,
  84    pad: u32,
  85}
  86
  87struct GammaParams {
  88    gamma_ratios: vec4<f32>,
  89    grayscale_enhanced_contrast: f32,
  90    subpixel_enhanced_contrast: f32,
  91    pad: vec2<f32>,
  92}
  93
  94@group(0) @binding(0) var<uniform> globals: GlobalParams;
  95@group(0) @binding(1) var<uniform> gamma_params: GammaParams;
  96@group(1) @binding(1) var t_sprite: texture_2d<f32>;
  97@group(1) @binding(2) var s_sprite: sampler;
  98
  99const M_PI_F: f32 = 3.1415926;
 100const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
 101
 102struct Bounds {
 103    origin: vec2<f32>,
 104    size: vec2<f32>,
 105}
 106
 107struct Corners {
 108    top_left: f32,
 109    top_right: f32,
 110    bottom_right: f32,
 111    bottom_left: f32,
 112}
 113
 114struct Edges {
 115    top: f32,
 116    right: f32,
 117    bottom: f32,
 118    left: f32,
 119}
 120
 121struct Hsla {
 122    h: f32,
 123    s: f32,
 124    l: f32,
 125    a: f32,
 126}
 127
 128struct LinearColorStop {
 129    color: Hsla,
 130    percentage: f32,
 131}
 132
 133struct Background {
 134    // 0u is Solid
 135    // 1u is LinearGradient
 136    // 2u is PatternSlash
 137    // 3u is Checkerboard
 138    tag: u32,
 139    // 0u is sRGB linear color
 140    // 1u is Oklab color
 141    color_space: u32,
 142    solid: Hsla,
 143    gradient_angle_or_pattern_height: f32,
 144    colors: array<LinearColorStop, 2>,
 145    pad: u32,
 146}
 147
 148struct AtlasTextureId {
 149    index: u32,
 150    kind: u32,
 151}
 152
 153struct AtlasBounds {
 154    origin: vec2<i32>,
 155    size: vec2<i32>,
 156}
 157
 158struct AtlasTile {
 159    texture_id: AtlasTextureId,
 160    tile_id: u32,
 161    padding: u32,
 162    bounds: AtlasBounds,
 163}
 164
 165struct TransformationMatrix {
 166    rotation_scale: mat2x2<f32>,
 167    translation: vec2<f32>,
 168}
 169
 170fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> {
 171    let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
 172    return vec4<f32>(device_position, 0.0, 1.0);
 173}
 174
 175fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
 176    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 177    return to_device_position_impl(position);
 178}
 179
 180fn to_device_position_transformed(unit_vertex: vec2<f32>, bounds: Bounds, transform: TransformationMatrix) -> vec4<f32> {
 181    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 182    //Note: Rust side stores it as row-major, so transposing here
 183    let transformed = transpose(transform.rotation_scale) * position + transform.translation;
 184    return to_device_position_impl(transformed);
 185}
 186
 187fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> {
 188  let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0));
 189  return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size;
 190}
 191
 192fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> {
 193    let tl = position - clip_bounds.origin;
 194    let br = clip_bounds.origin + clip_bounds.size - position;
 195    return vec4<f32>(tl.x, br.x, tl.y, br.y);
 196}
 197
 198fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> {
 199    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 200    return distance_from_clip_rect_impl(position, clip_bounds);
 201}
 202
 203fn distance_from_clip_rect_transformed(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds, transform: TransformationMatrix) -> vec4<f32> {
 204    let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
 205    let transformed = transpose(transform.rotation_scale) * position + transform.translation;
 206    return distance_from_clip_rect_impl(transformed, clip_bounds);
 207}
 208
 209// https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl
 210fn srgb_to_linear(srgb: vec3<f32>) -> vec3<f32> {
 211    let cutoff = srgb < vec3<f32>(0.04045);
 212    let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4));
 213    let lower = srgb / vec3<f32>(12.92);
 214    return select(higher, lower, cutoff);
 215}
 216
 217fn srgb_to_linear_component(a: f32) -> f32 {
 218    let cutoff = a < 0.04045;
 219    let higher = pow((a + 0.055) / 1.055, 2.4);
 220    let lower = a / 12.92;
 221    return select(higher, lower, cutoff);
 222}
 223
 224fn linear_to_srgb(linear: vec3<f32>) -> vec3<f32> {
 225    let cutoff = linear < vec3<f32>(0.0031308);
 226    let higher = vec3<f32>(1.055) * pow(linear, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055);
 227    let lower = linear * vec3<f32>(12.92);
 228    return select(higher, lower, cutoff);
 229}
 230
 231/// Convert a linear color to sRGBA space.
 232fn linear_to_srgba(color: vec4<f32>) -> vec4<f32> {
 233    return vec4<f32>(linear_to_srgb(color.rgb), color.a);
 234}
 235
 236/// Convert a sRGBA color to linear space.
 237fn srgba_to_linear(color: vec4<f32>) -> vec4<f32> {
 238    return vec4<f32>(srgb_to_linear(color.rgb), color.a);
 239}
 240
 241/// Hsla to linear RGBA conversion.
 242fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
 243    let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
 244    let s = hsla.s;
 245    let l = hsla.l;
 246    let a = hsla.a;
 247
 248    let c = (1.0 - abs(2.0 * l - 1.0)) * s;
 249    let x = c * (1.0 - abs(h % 2.0 - 1.0));
 250    let m = l - c / 2.0;
 251    var color = vec3<f32>(m);
 252
 253    if (h >= 0.0 && h < 1.0) {
 254        color.r += c;
 255        color.g += x;
 256    } else if (h >= 1.0 && h < 2.0) {
 257        color.r += x;
 258        color.g += c;
 259    } else if (h >= 2.0 && h < 3.0) {
 260        color.g += c;
 261        color.b += x;
 262    } else if (h >= 3.0 && h < 4.0) {
 263        color.g += x;
 264        color.b += c;
 265    } else if (h >= 4.0 && h < 5.0) {
 266        color.r += x;
 267        color.b += c;
 268    } else {
 269        color.r += c;
 270        color.b += x;
 271    }
 272
 273    return vec4<f32>(color, a);
 274}
 275
 276/// Convert a linear sRGB to Oklab space.
 277/// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
 278fn linear_srgb_to_oklab(color: vec4<f32>) -> vec4<f32> {
 279	let l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
 280	let m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
 281	let s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
 282
 283	let l_ = pow(l, 1.0 / 3.0);
 284	let m_ = pow(m, 1.0 / 3.0);
 285	let s_ = pow(s, 1.0 / 3.0);
 286
 287	return vec4<f32>(
 288		0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
 289		1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
 290		0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
 291		color.a
 292	);
 293}
 294
 295/// Convert an Oklab color to linear sRGB space.
 296fn oklab_to_linear_srgb(color: vec4<f32>) -> vec4<f32> {
 297	let l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
 298	let m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
 299	let s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
 300
 301	let l = l_ * l_ * l_;
 302	let m = m_ * m_ * m_;
 303	let s = s_ * s_ * s_;
 304
 305	return vec4<f32>(
 306		4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
 307		-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
 308		-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
 309		color.a
 310	);
 311}
 312
 313fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
 314    let alpha = above.a + below.a * (1.0 - above.a);
 315    let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
 316    return vec4<f32>(color, alpha);
 317}
 318
 319// A standard gaussian function, used for weighting samples
 320fn gaussian(x: f32, sigma: f32) -> f32{
 321    return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
 322}
 323
 324// This approximates the error function, needed for the gaussian integral
 325fn erf(v: vec2<f32>) -> vec2<f32> {
 326    let s = sign(v);
 327    let a = abs(v);
 328    let r1 = 1.0 + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
 329    let r2 = r1 * r1;
 330    return s - s / (r2 * r2);
 331}
 332
 333fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 {
 334  let delta = min(half_size.y - corner - abs(y), 0.0);
 335  let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
 336  let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma));
 337  return integral.y - integral.x;
 338}
 339
 340// Selects corner radius based on quadrant.
 341fn pick_corner_radius(center_to_point: vec2<f32>, radii: Corners) -> f32 {
 342    if (center_to_point.x < 0.0) {
 343        if (center_to_point.y < 0.0) {
 344            return radii.top_left;
 345        } else {
 346            return radii.bottom_left;
 347        }
 348    } else {
 349        if (center_to_point.y < 0.0) {
 350            return radii.top_right;
 351        } else {
 352            return radii.bottom_right;
 353        }
 354    }
 355}
 356
 357// Signed distance of the point to the quad's border - positive outside the
 358// border, and negative inside.
 359//
 360// See comments on similar code using `quad_sdf_impl` in `fs_quad` for
 361// explanation.
 362fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
 363    let half_size = bounds.size / 2.0;
 364    let center = bounds.origin + half_size;
 365    let center_to_point = point - center;
 366    let corner_radius = pick_corner_radius(center_to_point, corner_radii);
 367    let corner_to_point = abs(center_to_point) - half_size;
 368    let corner_center_to_point = corner_to_point + corner_radius;
 369    return quad_sdf_impl(corner_center_to_point, corner_radius);
 370}
 371
 372fn quad_sdf_impl(corner_center_to_point: vec2<f32>, corner_radius: f32) -> f32 {
 373    if (corner_radius == 0.0) {
 374        // Fast path for unrounded corners.
 375        return max(corner_center_to_point.x, corner_center_to_point.y);
 376    } else {
 377        // Signed distance of the point from a quad that is inset by corner_radius.
 378        // It is negative inside this quad, and positive outside.
 379        let signed_distance_to_inset_quad =
 380            // 0 inside the inset quad, and positive outside.
 381            length(max(vec2<f32>(0.0), corner_center_to_point)) +
 382            // 0 outside the inset quad, and negative inside.
 383            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
 384
 385        return signed_distance_to_inset_quad - corner_radius;
 386    }
 387}
 388
 389// Abstract away the final color transformation based on the
 390// target alpha compositing mode.
 391fn blend_color(color: vec4<f32>, alpha_factor: f32) -> vec4<f32> {
 392    let alpha = color.a * alpha_factor;
 393    let multiplier = select(1.0, alpha, globals.premultiplied_alpha != 0u);
 394    return vec4<f32>(color.rgb * multiplier, alpha);
 395}
 396
 397
 398struct GradientColor {
 399    solid: vec4<f32>,
 400    color0: vec4<f32>,
 401    color1: vec4<f32>,
 402}
 403
 404fn prepare_gradient_color(tag: u32, color_space: u32,
 405    solid: Hsla, colors: array<LinearColorStop, 2>) -> GradientColor {
 406    var result = GradientColor();
 407
 408    if (tag == 0u || tag == 2u || tag == 3u) {
 409        result.solid = hsla_to_rgba(solid);
 410    } else if (tag == 1u) {
 411        // The hsla_to_rgba is returns a linear sRGB color
 412        result.color0 = hsla_to_rgba(colors[0].color);
 413        result.color1 = hsla_to_rgba(colors[1].color);
 414
 415        // Prepare color space in vertex for avoid conversion
 416        // in fragment shader for performance reasons
 417        if (color_space == 0u) {
 418            // sRGB
 419            result.color0 = linear_to_srgba(result.color0);
 420            result.color1 = linear_to_srgba(result.color1);
 421        } else if (color_space == 1u) {
 422            // Oklab
 423            result.color0 = linear_srgb_to_oklab(result.color0);
 424            result.color1 = linear_srgb_to_oklab(result.color1);
 425        }
 426    }
 427
 428    return result;
 429}
 430
 431fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds,
 432    solid_color: vec4<f32>, color0: vec4<f32>, color1: vec4<f32>) -> vec4<f32> {
 433    var background_color = vec4<f32>(0.0);
 434
 435    switch (background.tag) {
 436        default: {
 437            return solid_color;
 438        }
 439        case 1u: {
 440            // Linear gradient background.
 441            // -90 degrees to match the CSS gradient angle.
 442            let angle = background.gradient_angle_or_pattern_height;
 443            let radians = (angle % 360.0 - 90.0) * M_PI_F / 180.0;
 444            var direction = vec2<f32>(cos(radians), sin(radians));
 445            let stop0_percentage = background.colors[0].percentage;
 446            let stop1_percentage = background.colors[1].percentage;
 447
 448            // Expand the short side to be the same as the long side
 449            if (bounds.size.x > bounds.size.y) {
 450                direction.y *= bounds.size.y / bounds.size.x;
 451            } else {
 452                direction.x *= bounds.size.x / bounds.size.y;
 453            }
 454
 455            // Get the t value for the linear gradient with the color stop percentages.
 456            let half_size = bounds.size / 2.0;
 457            let center = bounds.origin + half_size;
 458            let center_to_point = position - center;
 459            var t = dot(center_to_point, direction) / length(direction);
 460            // Check the direct to determine the use x or y
 461            if (abs(direction.x) > abs(direction.y)) {
 462                t = (t + half_size.x) / bounds.size.x;
 463            } else {
 464                t = (t + half_size.y) / bounds.size.y;
 465            }
 466
 467            // Adjust t based on the stop percentages
 468            t = (t - stop0_percentage) / (stop1_percentage - stop0_percentage);
 469            t = clamp(t, 0.0, 1.0);
 470
 471            switch (background.color_space) {
 472                default: {
 473                    background_color = srgba_to_linear(mix(color0, color1, t));
 474                }
 475                case 1u: {
 476                    let oklab_color = mix(color0, color1, t);
 477                    background_color = oklab_to_linear_srgb(oklab_color);
 478                }
 479            }
 480        }
 481        case 2u: {
 482            // pattern slash
 483            let gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
 484            let pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
 485            let pattern_interval = (gradient_angle_or_pattern_height % 65535.0f) / 255.0f;
 486            let pattern_height = pattern_width + pattern_interval;
 487            let stripe_angle = M_PI_F / 4.0;
 488            let pattern_period = pattern_height * sin(stripe_angle);
 489            let rotation = mat2x2<f32>(
 490                cos(stripe_angle), -sin(stripe_angle),
 491                sin(stripe_angle), cos(stripe_angle)
 492            );
 493            let relative_position = position - bounds.origin;
 494            let rotated_point = rotation * relative_position;
 495            let pattern = rotated_point.x % pattern_period;
 496            let distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) /  2.0f;
 497            background_color = solid_color;
 498            background_color.a *= saturate(0.5 - distance);
 499        }
 500        case 3u: {
 501            // checkerboard
 502            let size = background.gradient_angle_or_pattern_height;
 503            let relative_position = position - bounds.origin;
 504            
 505            let x_index = floor(relative_position.x / size);
 506            let y_index = floor(relative_position.y / size);
 507            let should_be_colored = (x_index + y_index) % 2.0;
 508            
 509            background_color = solid_color;
 510            background_color.a *= saturate(should_be_colored);
 511        }
 512    }
 513
 514    return background_color;
 515}
 516
 517// --- quads --- //
 518
 519struct Quad {
 520    order: u32,
 521    border_style: u32,
 522    bounds: Bounds,
 523    content_mask: Bounds,
 524    background: Background,
 525    border_color: Hsla,
 526    corner_radii: Corners,
 527    border_widths: Edges,
 528}
 529@group(1) @binding(0) var<storage, read> b_quads: array<Quad>;
 530
 531struct QuadVarying {
 532    @builtin(position) position: vec4<f32>,
 533    @location(0) @interpolate(flat) border_color: vec4<f32>,
 534    @location(1) @interpolate(flat) quad_id: u32,
 535    // TODO: use `clip_distance` once Naga supports it
 536    @location(2) clip_distances: vec4<f32>,
 537    @location(3) @interpolate(flat) background_solid: vec4<f32>,
 538    @location(4) @interpolate(flat) background_color0: vec4<f32>,
 539    @location(5) @interpolate(flat) background_color1: vec4<f32>,
 540}
 541
 542@vertex
 543fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying {
 544    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
 545    let quad = b_quads[instance_id];
 546
 547    var out = QuadVarying();
 548    out.position = to_device_position(unit_vertex, quad.bounds);
 549
 550    let gradient = prepare_gradient_color(
 551        quad.background.tag,
 552        quad.background.color_space,
 553        quad.background.solid,
 554        quad.background.colors
 555    );
 556    out.background_solid = gradient.solid;
 557    out.background_color0 = gradient.color0;
 558    out.background_color1 = gradient.color1;
 559    out.border_color = hsla_to_rgba(quad.border_color);
 560    out.quad_id = instance_id;
 561    out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
 562    return out;
 563}
 564
 565@fragment
 566fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
 567    // Alpha clip first, since we don't have `clip_distance`.
 568    if (any(input.clip_distances < vec4<f32>(0.0))) {
 569        return vec4<f32>(0.0);
 570    }
 571
 572    let quad = b_quads[input.quad_id];
 573
 574    let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
 575        input.background_solid, input.background_color0, input.background_color1);
 576
 577    let unrounded = quad.corner_radii.top_left == 0.0 &&
 578        quad.corner_radii.bottom_left == 0.0 &&
 579        quad.corner_radii.top_right == 0.0 &&
 580        quad.corner_radii.bottom_right == 0.0;
 581
 582    // Fast path when the quad is not rounded and doesn't have any border
 583    if (quad.border_widths.top == 0.0 &&
 584            quad.border_widths.left == 0.0 &&
 585            quad.border_widths.right == 0.0 &&
 586            quad.border_widths.bottom == 0.0 &&
 587            unrounded) {
 588        return blend_color(background_color, 1.0);
 589    }
 590
 591    let size = quad.bounds.size;
 592    let half_size = size / 2.0;
 593    let point = input.position.xy - quad.bounds.origin;
 594    let center_to_point = point - half_size;
 595
 596    // Signed distance field threshold for inclusion of pixels. 0.5 is the
 597    // minimum distance between the center of the pixel and the edge.
 598    let antialias_threshold = 0.5;
 599
 600    // Radius of the nearest corner
 601    let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
 602
 603    // Width of the nearest borders
 604    let border = vec2<f32>(
 605        select(
 606            quad.border_widths.right,
 607            quad.border_widths.left,
 608            center_to_point.x < 0.0),
 609        select(
 610            quad.border_widths.bottom,
 611            quad.border_widths.top,
 612            center_to_point.y < 0.0));
 613
 614    // 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
 615    // The purpose of this is to not draw antialiasing pixels in this case.
 616    let reduced_border =
 617        vec2<f32>(select(border.x, -antialias_threshold, border.x == 0.0),
 618                  select(border.y, -antialias_threshold, border.y == 0.0));
 619
 620    // Vector from the corner of the quad bounds to the point, after mirroring
 621    // the point into the bottom right quadrant. Both components are <= 0.
 622    let corner_to_point = abs(center_to_point) - half_size;
 623
 624    // Vector from the point to the center of the rounded corner's circle, also
 625    // mirrored into bottom right quadrant.
 626    let corner_center_to_point = corner_to_point + corner_radius;
 627
 628    // Whether the nearest point on the border is rounded
 629    let is_near_rounded_corner =
 630            corner_center_to_point.x >= 0 &&
 631            corner_center_to_point.y >= 0;
 632
 633    // Vector from straight border inner corner to point.
 634    let straight_border_inner_corner_to_point = corner_to_point + reduced_border;
 635
 636    // Whether the point is beyond the inner edge of the straight border.
 637    let is_beyond_inner_straight_border =
 638            straight_border_inner_corner_to_point.x > 0 ||
 639            straight_border_inner_corner_to_point.y > 0;
 640
 641    // Whether the point is far enough inside the quad, such that the pixels are
 642    // not affected by the straight border.
 643    let is_within_inner_straight_border =
 644        straight_border_inner_corner_to_point.x < -antialias_threshold &&
 645        straight_border_inner_corner_to_point.y < -antialias_threshold;
 646
 647    // Fast path for points that must be part of the background.
 648    //
 649    // This could be optimized further for large rounded corners by including
 650    // points in an inscribed rectangle, or some other quick linear check.
 651    // However, that might negatively impact performance in the case of
 652    // reasonable sizes for rounded corners.
 653    if (is_within_inner_straight_border && !is_near_rounded_corner) {
 654        return blend_color(background_color, 1.0);
 655    }
 656
 657    // Signed distance of the point to the outside edge of the quad's border. It
 658    // is positive outside this edge, and negative inside.
 659    let outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
 660
 661    // Approximate signed distance of the point to the inside edge of the quad's
 662    // border. It is negative outside this edge (within the border), and
 663    // positive inside.
 664    //
 665    // This is not always an accurate signed distance:
 666    // * The rounded portions with varying border width use an approximation of
 667    //   nearest-point-on-ellipse.
 668    // * When it is quickly known to be outside the edge, -1.0 is used.
 669    var inner_sdf = 0.0;
 670    if (corner_center_to_point.x <= 0 || corner_center_to_point.y <= 0) {
 671        // Fast paths for straight borders.
 672        inner_sdf = -max(straight_border_inner_corner_to_point.x,
 673                         straight_border_inner_corner_to_point.y);
 674    } else if (is_beyond_inner_straight_border) {
 675        // Fast path for points that must be outside the inner edge.
 676        inner_sdf = -1.0;
 677    } else if (reduced_border.x == reduced_border.y) {
 678        // Fast path for circular inner edge.
 679        inner_sdf = -(outer_sdf + reduced_border.x);
 680    } else {
 681        let ellipse_radii = max(vec2<f32>(0.0), corner_radius - reduced_border);
 682        inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
 683    }
 684
 685    // Negative when inside the border
 686    let border_sdf = max(inner_sdf, outer_sdf);
 687
 688    var color = background_color;
 689    if (border_sdf < antialias_threshold) {
 690        var border_color = input.border_color;
 691
 692        // Dashed border logic when border_style == 1
 693        if (quad.border_style == 1) {
 694            // Position along the perimeter in "dash space", where each dash
 695            // period has length 1
 696            var t = 0.0;
 697
 698            // Total number of dash periods, so that the dash spacing can be
 699            // adjusted to evenly divide it
 700            var max_t = 0.0;
 701
 702            // Border width is proportional to dash size. This is the behavior
 703            // used by browsers, but also avoids dashes from different segments
 704            // overlapping when dash size is smaller than the border width.
 705            //
 706            // Dash pattern: (2 * border width) dash, (1 * border width) gap
 707            let dash_length_per_width = 2.0;
 708            let dash_gap_per_width = 1.0;
 709            let dash_period_per_width = dash_length_per_width + dash_gap_per_width;
 710
 711            // Since the dash size is determined by border width, the density of
 712            // dashes varies. Multiplying a pixel distance by this returns a
 713            // position in dash space - it has units (dash period / pixels). So
 714            // a dash velocity of (1 / 10) is 1 dash every 10 pixels.
 715            var dash_velocity = 0.0;
 716
 717            // Dividing this by the border width gives the dash velocity
 718            let dv_numerator = 1.0 / dash_period_per_width;
 719
 720            if (unrounded) {
 721                // When corners aren't rounded, the dashes are separately laid
 722                // out on each straight line, rather than around the whole
 723                // perimeter. This way each line starts and ends with a dash.
 724                let is_horizontal =
 725                        corner_center_to_point.x <
 726                        corner_center_to_point.y;
 727
 728                // When applying dashed borders to just some, not all, the sides.
 729                // The way we chose border widths above sometimes comes with a 0 width value.
 730                // So we choose again to avoid division by zero.
 731                // TODO: A better solution exists taking a look at the whole file.
 732                // this does not fix single dashed borders at the corners
 733                let dashed_border = vec2<f32>(
 734                        max(
 735                            quad.border_widths.bottom,
 736                            quad.border_widths.top,
 737                        ),
 738                        max(
 739                            quad.border_widths.right,
 740                            quad.border_widths.left,
 741                        )
 742                   );
 743
 744                let border_width = select(dashed_border.y, dashed_border.x, is_horizontal);
 745                dash_velocity = dv_numerator / border_width;
 746                t = select(point.y, point.x, is_horizontal) * dash_velocity;
 747                max_t = select(size.y, size.x, is_horizontal) * dash_velocity;
 748            } else {
 749                // When corners are rounded, the dashes are laid out clockwise
 750                // around the whole perimeter.
 751
 752                let r_tr = quad.corner_radii.top_right;
 753                let r_br = quad.corner_radii.bottom_right;
 754                let r_bl = quad.corner_radii.bottom_left;
 755                let r_tl = quad.corner_radii.top_left;
 756
 757                let w_t = quad.border_widths.top;
 758                let w_r = quad.border_widths.right;
 759                let w_b = quad.border_widths.bottom;
 760                let w_l = quad.border_widths.left;
 761
 762                // Straight side dash velocities
 763                let dv_t = select(dv_numerator / w_t, 0.0, w_t <= 0.0);
 764                let dv_r = select(dv_numerator / w_r, 0.0, w_r <= 0.0);
 765                let dv_b = select(dv_numerator / w_b, 0.0, w_b <= 0.0);
 766                let dv_l = select(dv_numerator / w_l, 0.0, w_l <= 0.0);
 767
 768                // Straight side lengths in dash space
 769                let s_t = (size.x - r_tl - r_tr) * dv_t;
 770                let s_r = (size.y - r_tr - r_br) * dv_r;
 771                let s_b = (size.x - r_br - r_bl) * dv_b;
 772                let s_l = (size.y - r_bl - r_tl) * dv_l;
 773
 774                let corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
 775                let corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
 776                let corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
 777                let corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
 778
 779                // Corner lengths in dash space
 780                let c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
 781                let c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
 782                let c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
 783                let c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
 784
 785                // Cumulative dash space upto each segment
 786                let upto_tr = s_t;
 787                let upto_r = upto_tr + c_tr;
 788                let upto_br = upto_r + s_r;
 789                let upto_b = upto_br + c_br;
 790                let upto_bl = upto_b + s_b;
 791                let upto_l = upto_bl + c_bl;
 792                let upto_tl = upto_l + s_l;
 793                max_t = upto_tl + c_tl;
 794
 795                if (is_near_rounded_corner) {
 796                    let radians = atan2(corner_center_to_point.y,
 797                                        corner_center_to_point.x);
 798                    let corner_t = radians * corner_radius;
 799
 800                    if (center_to_point.x >= 0.0) {
 801                        if (center_to_point.y < 0.0) {
 802                            dash_velocity = corner_dash_velocity_tr;
 803                            // Subtracted because radians is pi/2 to 0 when
 804                            // going clockwise around the top right corner,
 805                            // since the y axis has been flipped
 806                            t = upto_r - corner_t * dash_velocity;
 807                        } else {
 808                            dash_velocity = corner_dash_velocity_br;
 809                            // Added because radians is 0 to pi/2 when going
 810                            // clockwise around the bottom-right corner
 811                            t = upto_br + corner_t * dash_velocity;
 812                        }
 813                    } else {
 814                        if (center_to_point.y >= 0.0) {
 815                            dash_velocity = corner_dash_velocity_bl;
 816                            // Subtracted because radians is pi/2 to 0 when
 817                            // going clockwise around the bottom-left corner,
 818                            // since the x axis has been flipped
 819                            t = upto_l - corner_t * dash_velocity;
 820                        } else {
 821                            dash_velocity = corner_dash_velocity_tl;
 822                            // Added because radians is 0 to pi/2 when going
 823                            // clockwise around the top-left corner, since both
 824                            // axis were flipped
 825                            t = upto_tl + corner_t * dash_velocity;
 826                        }
 827                    }
 828                } else {
 829                    // Straight borders
 830                    let is_horizontal =
 831                            corner_center_to_point.x <
 832                            corner_center_to_point.y;
 833                    if (is_horizontal) {
 834                        if (center_to_point.y < 0.0) {
 835                            dash_velocity = dv_t;
 836                            t = (point.x - r_tl) * dash_velocity;
 837                        } else {
 838                            dash_velocity = dv_b;
 839                            t = upto_bl - (point.x - r_bl) * dash_velocity;
 840                        }
 841                    } else {
 842                        if (center_to_point.x < 0.0) {
 843                            dash_velocity = dv_l;
 844                            t = upto_tl - (point.y - r_tl) * dash_velocity;
 845                        } else {
 846                            dash_velocity = dv_r;
 847                            t = upto_r + (point.y - r_tr) * dash_velocity;
 848                        }
 849                    }
 850                }
 851            }
 852
 853            let dash_length = dash_length_per_width / dash_period_per_width;
 854            let desired_dash_gap = dash_gap_per_width / dash_period_per_width;
 855
 856            // Straight borders should start and end with a dash, so max_t is
 857            // reduced to cause this.
 858            max_t -= select(0.0, dash_length, unrounded);
 859            if (max_t >= 1.0) {
 860                // Adjust dash gap to evenly divide max_t.
 861                let dash_count = floor(max_t);
 862                let dash_period = max_t / dash_count;
 863                border_color.a *= dash_alpha(
 864                    t,
 865                    dash_period,
 866                    dash_length,
 867                    dash_velocity,
 868                    antialias_threshold);
 869            } else if (unrounded) {
 870                // When there isn't enough space for the full gap between the
 871                // two start / end dashes of a straight border, reduce gap to
 872                // make them fit.
 873                let dash_gap = max_t - dash_length;
 874                if (dash_gap > 0.0) {
 875                    let dash_period = dash_length + dash_gap;
 876                    border_color.a *= dash_alpha(
 877                        t,
 878                        dash_period,
 879                        dash_length,
 880                        dash_velocity,
 881                        antialias_threshold);
 882                }
 883            }
 884        }
 885
 886        // Blend the border on top of the background and then linearly interpolate
 887        // between the two as we slide inside the background.
 888        let blended_border = over(background_color, border_color);
 889        color = mix(background_color, blended_border,
 890                    saturate(antialias_threshold - inner_sdf));
 891    }
 892
 893    return blend_color(color, saturate(antialias_threshold - outer_sdf));
 894}
 895
 896// Returns the dash velocity of a corner given the dash velocity of the two
 897// sides, by returning the slower velocity (larger dashes).
 898//
 899// Since 0 is used for dash velocity when the border width is 0 (instead of
 900// +inf), this returns the other dash velocity in that case.
 901//
 902// An alternative to this might be to appropriately interpolate the dash
 903// velocity around the corner, but that seems overcomplicated.
 904fn corner_dash_velocity(dv1: f32, dv2: f32) -> f32 {
 905    if (dv1 == 0.0) {
 906        return dv2;
 907    } else if (dv2 == 0.0) {
 908        return dv1;
 909    } else {
 910        return min(dv1, dv2);
 911    }
 912}
 913
 914// Returns alpha used to render antialiased dashes.
 915// `t` is within the dash when `fmod(t, period) < length`.
 916fn dash_alpha(t: f32, period: f32, length: f32, dash_velocity: f32, antialias_threshold: f32) -> f32 {
 917    let half_period = period / 2;
 918    let half_length = length / 2;
 919    // Value in [-half_period, half_period].
 920    // The dash is in [-half_length, half_length].
 921    let centered = fmod(t + half_period - half_length, period) - half_period;
 922    // Signed distance for the dash, negative values are inside the dash.
 923    let signed_distance = abs(centered) - half_length;
 924    // Antialiased alpha based on the signed distance.
 925    return saturate(antialias_threshold - signed_distance / dash_velocity);
 926}
 927
 928// This approximates distance to the nearest point to a quarter ellipse in a way
 929// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
 930// The components of `point` are expected to be positive.
 931//
 932// Negative on the outside and positive on the inside.
 933fn quarter_ellipse_sdf(point: vec2<f32>, radii: vec2<f32>) -> f32 {
 934    // Scale the space to treat the ellipse like a unit circle.
 935    let circle_vec = point / radii;
 936    let unit_circle_sdf = length(circle_vec) - 1.0;
 937    // Approximate up-scaling of the length by using the average of the radii.
 938    //
 939    // TODO: A better solution would be to use the gradient of the implicit
 940    // function for an ellipse to approximate a scaling factor.
 941    return unit_circle_sdf * (radii.x + radii.y) * -0.5;
 942}
 943
 944// Modulus that has the same sign as `a`.
 945fn fmod(a: f32, b: f32) -> f32 {
 946    return a - b * trunc(a / b);
 947}
 948
 949// --- shadows --- //
 950
 951struct Shadow {
 952    order: u32,
 953    blur_radius: f32,
 954    bounds: Bounds,
 955    corner_radii: Corners,
 956    content_mask: Bounds,
 957    color: Hsla,
 958}
 959@group(1) @binding(0) var<storage, read> b_shadows: array<Shadow>;
 960
 961struct ShadowVarying {
 962    @builtin(position) position: vec4<f32>,
 963    @location(0) @interpolate(flat) color: vec4<f32>,
 964    @location(1) @interpolate(flat) shadow_id: u32,
 965    //TODO: use `clip_distance` once Naga supports it
 966    @location(3) clip_distances: vec4<f32>,
 967}
 968
 969@vertex
 970fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> ShadowVarying {
 971    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
 972    var shadow = b_shadows[instance_id];
 973
 974    let margin = 3.0 * shadow.blur_radius;
 975    // Set the bounds of the shadow and adjust its size based on the shadow's
 976    // spread radius to achieve the spreading effect
 977    shadow.bounds.origin -= vec2<f32>(margin);
 978    shadow.bounds.size += 2.0 * vec2<f32>(margin);
 979
 980    var out = ShadowVarying();
 981    out.position = to_device_position(unit_vertex, shadow.bounds);
 982    out.color = hsla_to_rgba(shadow.color);
 983    out.shadow_id = instance_id;
 984    out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
 985    return out;
 986}
 987
 988@fragment
 989fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
 990    // Alpha clip first, since we don't have `clip_distance`.
 991    if (any(input.clip_distances < vec4<f32>(0.0))) {
 992        return vec4<f32>(0.0);
 993    }
 994
 995    let shadow = b_shadows[input.shadow_id];
 996    let half_size = shadow.bounds.size / 2.0;
 997    let center = shadow.bounds.origin + half_size;
 998    let center_to_point = input.position.xy - center;
 999
1000    let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
1001
1002    // The signal is only non-zero in a limited range, so don't waste samples
1003    let low = center_to_point.y - half_size.y;
1004    let high = center_to_point.y + half_size.y;
1005    let start = clamp(-3.0 * shadow.blur_radius, low, high);
1006    let end = clamp(3.0 * shadow.blur_radius, low, high);
1007
1008    // Accumulate samples (we can get away with surprisingly few samples)
1009    let step = (end - start) / 4.0;
1010    var y = start + step * 0.5;
1011    var alpha = 0.0;
1012    for (var i = 0; i < 4; i += 1) {
1013        let blur = blur_along_x(center_to_point.x, center_to_point.y - y,
1014            shadow.blur_radius, corner_radius, half_size);
1015        alpha +=  blur * gaussian(y, shadow.blur_radius) * step;
1016        y += step;
1017    }
1018
1019    return blend_color(input.color, alpha);
1020}
1021
1022// --- path rasterization --- //
1023
1024struct PathRasterizationVertex {
1025    xy_position: vec2<f32>,
1026    st_position: vec2<f32>,
1027    color: Background,
1028    bounds: Bounds,
1029}
1030
1031@group(1) @binding(0) var<storage, read> b_path_vertices: array<PathRasterizationVertex>;
1032
1033struct PathRasterizationVarying {
1034    @builtin(position) position: vec4<f32>,
1035    @location(0) st_position: vec2<f32>,
1036    @location(1) vertex_id: u32,
1037    //TODO: use `clip_distance` once Naga supports it
1038    @location(3) clip_distances: vec4<f32>,
1039}
1040
1041@vertex
1042fn vs_path_rasterization(@builtin(vertex_index) vertex_id: u32) -> PathRasterizationVarying {
1043    let v = b_path_vertices[vertex_id];
1044
1045    var out = PathRasterizationVarying();
1046    out.position = to_device_position_impl(v.xy_position);
1047    out.st_position = v.st_position;
1048    out.vertex_id = vertex_id;
1049    out.clip_distances = distance_from_clip_rect_impl(v.xy_position, v.bounds);
1050    return out;
1051}
1052
1053@fragment
1054fn fs_path_rasterization(input: PathRasterizationVarying) -> @location(0) vec4<f32> {
1055    let dx = dpdx(input.st_position);
1056    let dy = dpdy(input.st_position);
1057    if (any(input.clip_distances < vec4<f32>(0.0))) {
1058        return vec4<f32>(0.0);
1059    }
1060
1061    let v = b_path_vertices[input.vertex_id];
1062    let background = v.color;
1063    let bounds = v.bounds;
1064
1065    var alpha: f32;
1066    if (length(vec2<f32>(dx.x, dy.x)) < 0.001) {
1067        // If the gradient is too small, return a solid color.
1068        alpha = 1.0;
1069    } else {
1070        let gradient = 2.0 * input.st_position.xx * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
1071        let f = input.st_position.x * input.st_position.x - input.st_position.y;
1072        let distance = f / length(gradient);
1073        alpha = saturate(0.5 - distance);
1074    }
1075    let gradient_color = prepare_gradient_color(
1076        background.tag,
1077        background.color_space,
1078        background.solid,
1079        background.colors,
1080    );
1081    let color = gradient_color(background, input.position.xy, bounds,
1082        gradient_color.solid, gradient_color.color0, gradient_color.color1);
1083    return vec4<f32>(color.rgb * color.a * alpha, color.a * alpha);
1084}
1085
1086// --- paths --- //
1087
1088struct PathSprite {
1089    bounds: Bounds,
1090}
1091@group(1) @binding(0) var<storage, read> b_path_sprites: array<PathSprite>;
1092
1093struct PathVarying {
1094    @builtin(position) position: vec4<f32>,
1095    @location(0) texture_coords: vec2<f32>,
1096}
1097
1098@vertex
1099fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PathVarying {
1100    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1101    let sprite = b_path_sprites[instance_id];
1102    // Don't apply content mask because it was already accounted for when rasterizing the path.
1103    let device_position = to_device_position(unit_vertex, sprite.bounds);
1104    // For screen-space intermediate texture, convert screen position to texture coordinates
1105    let screen_position = sprite.bounds.origin + unit_vertex * sprite.bounds.size;
1106    let texture_coords = screen_position / globals.viewport_size;
1107
1108    var out = PathVarying();
1109    out.position = device_position;
1110    out.texture_coords = texture_coords;
1111
1112    return out;
1113}
1114
1115@fragment
1116fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
1117    let sample = textureSample(t_sprite, s_sprite, input.texture_coords);
1118    return sample;
1119}
1120
1121// --- underlines --- //
1122
1123struct Underline {
1124    order: u32,
1125    pad: u32,
1126    bounds: Bounds,
1127    content_mask: Bounds,
1128    color: Hsla,
1129    thickness: f32,
1130    wavy: u32,
1131}
1132@group(1) @binding(0) var<storage, read> b_underlines: array<Underline>;
1133
1134struct UnderlineVarying {
1135    @builtin(position) position: vec4<f32>,
1136    @location(0) @interpolate(flat) color: vec4<f32>,
1137    @location(1) @interpolate(flat) underline_id: u32,
1138    //TODO: use `clip_distance` once Naga supports it
1139    @location(3) clip_distances: vec4<f32>,
1140}
1141
1142@vertex
1143fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> UnderlineVarying {
1144    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1145    let underline = b_underlines[instance_id];
1146
1147    var out = UnderlineVarying();
1148    out.position = to_device_position(unit_vertex, underline.bounds);
1149    out.color = hsla_to_rgba(underline.color);
1150    out.underline_id = instance_id;
1151    out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
1152    return out;
1153}
1154
1155@fragment
1156fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
1157    const WAVE_FREQUENCY: f32 = 2.0;
1158    const WAVE_HEIGHT_RATIO: f32 = 0.8;
1159
1160    // Alpha clip first, since we don't have `clip_distance`.
1161    if (any(input.clip_distances < vec4<f32>(0.0))) {
1162        return vec4<f32>(0.0);
1163    }
1164
1165    let underline = b_underlines[input.underline_id];
1166    if ((underline.wavy & 0xFFu) == 0u)
1167    {
1168        return blend_color(input.color, input.color.a);
1169    }
1170
1171    let half_thickness = underline.thickness * 0.5;
1172
1173    let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2<f32>(0.0, 0.5);
1174    let frequency = M_PI_F * WAVE_FREQUENCY * underline.thickness / underline.bounds.size.y;
1175    let amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y;
1176
1177    let sine = sin(st.x * frequency) * amplitude;
1178    let dSine = cos(st.x * frequency) * amplitude * frequency;
1179    let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine);
1180    let distance_in_pixels = distance * underline.bounds.size.y;
1181    let distance_from_top_border = distance_in_pixels - half_thickness;
1182    let distance_from_bottom_border = distance_in_pixels + half_thickness;
1183    let alpha = saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
1184    return blend_color(input.color, alpha * input.color.a);
1185}
1186
1187// --- monochrome sprites --- //
1188
1189struct MonochromeSprite {
1190    order: u32,
1191    pad: u32,
1192    bounds: Bounds,
1193    content_mask: Bounds,
1194    color: Hsla,
1195    tile: AtlasTile,
1196    transformation: TransformationMatrix,
1197}
1198@group(1) @binding(0) var<storage, read> b_mono_sprites: array<MonochromeSprite>;
1199
1200struct MonoSpriteVarying {
1201    @builtin(position) position: vec4<f32>,
1202    @location(0) tile_position: vec2<f32>,
1203    @location(1) @interpolate(flat) color: vec4<f32>,
1204    @location(3) clip_distances: vec4<f32>,
1205}
1206
1207@vertex
1208fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> MonoSpriteVarying {
1209    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1210    let sprite = b_mono_sprites[instance_id];
1211
1212    var out = MonoSpriteVarying();
1213    out.position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
1214
1215    out.tile_position = to_tile_position(unit_vertex, sprite.tile);
1216    out.color = hsla_to_rgba(sprite.color);
1217    out.clip_distances = distance_from_clip_rect_transformed(unit_vertex, sprite.bounds, sprite.content_mask, sprite.transformation);
1218    return out;
1219}
1220
1221@fragment
1222fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
1223    let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
1224    let alpha_corrected = apply_contrast_and_gamma_correction(sample, input.color.rgb, gamma_params.grayscale_enhanced_contrast, gamma_params.gamma_ratios);
1225
1226    // Alpha clip after using the derivatives.
1227    if (any(input.clip_distances < vec4<f32>(0.0))) {
1228        return vec4<f32>(0.0);
1229    }
1230
1231    return blend_color(input.color, alpha_corrected);
1232}
1233
1234// --- polychrome sprites --- //
1235
1236struct PolychromeSprite {
1237    order: u32,
1238    pad: u32,
1239    grayscale: u32,
1240    opacity: f32,
1241    bounds: Bounds,
1242    content_mask: Bounds,
1243    corner_radii: Corners,
1244    tile: AtlasTile,
1245}
1246@group(1) @binding(0) var<storage, read> b_poly_sprites: array<PolychromeSprite>;
1247
1248struct PolySpriteVarying {
1249    @builtin(position) position: vec4<f32>,
1250    @location(0) tile_position: vec2<f32>,
1251    @location(1) @interpolate(flat) sprite_id: u32,
1252    @location(3) clip_distances: vec4<f32>,
1253}
1254
1255@vertex
1256fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PolySpriteVarying {
1257    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1258    let sprite = b_poly_sprites[instance_id];
1259
1260    var out = PolySpriteVarying();
1261    out.position = to_device_position(unit_vertex, sprite.bounds);
1262    out.tile_position = to_tile_position(unit_vertex, sprite.tile);
1263    out.sprite_id = instance_id;
1264    out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
1265    return out;
1266}
1267
1268@fragment
1269fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
1270    let sample = textureSample(t_sprite, s_sprite, input.tile_position);
1271    // Alpha clip after using the derivatives.
1272    if (any(input.clip_distances < vec4<f32>(0.0))) {
1273        return vec4<f32>(0.0);
1274    }
1275
1276    let sprite = b_poly_sprites[input.sprite_id];
1277    let distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
1278
1279    var color = sample;
1280    if ((sprite.grayscale & 0xFFu) != 0u) {
1281        let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
1282        color = vec4<f32>(vec3<f32>(grayscale), sample.a);
1283    }
1284    return blend_color(color, sprite.opacity * saturate(0.5 - distance));
1285}
1286
1287// --- surfaces --- //
1288
1289struct SurfaceParams {
1290    bounds: Bounds,
1291    content_mask: Bounds,
1292}
1293
1294@group(1) @binding(0) var<uniform> surface_locals: SurfaceParams;
1295@group(1) @binding(1) var t_y: texture_2d<f32>;
1296@group(1) @binding(2) var t_cb_cr: texture_2d<f32>;
1297@group(1) @binding(3) var s_surface: sampler;
1298
1299const ycbcr_to_RGB = mat4x4<f32>(
1300    vec4<f32>( 1.0000f,  1.0000f,  1.0000f, 0.0),
1301    vec4<f32>( 0.0000f, -0.3441f,  1.7720f, 0.0),
1302    vec4<f32>( 1.4020f, -0.7141f,  0.0000f, 0.0),
1303    vec4<f32>(-0.7010f,  0.5291f, -0.8860f, 1.0),
1304);
1305
1306struct SurfaceVarying {
1307    @builtin(position) position: vec4<f32>,
1308    @location(0) texture_position: vec2<f32>,
1309    @location(3) clip_distances: vec4<f32>,
1310}
1311
1312@vertex
1313fn vs_surface(@builtin(vertex_index) vertex_id: u32) -> SurfaceVarying {
1314    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1315
1316    var out = SurfaceVarying();
1317    out.position = to_device_position(unit_vertex, surface_locals.bounds);
1318    out.texture_position = unit_vertex;
1319    out.clip_distances = distance_from_clip_rect(unit_vertex, surface_locals.bounds, surface_locals.content_mask);
1320    return out;
1321}
1322
1323@fragment
1324fn fs_surface(input: SurfaceVarying) -> @location(0) vec4<f32> {
1325    // Alpha clip after using the derivatives.
1326    if (any(input.clip_distances < vec4<f32>(0.0))) {
1327        return vec4<f32>(0.0);
1328    }
1329
1330    let y_cb_cr = vec4<f32>(
1331        textureSampleLevel(t_y, s_surface, input.texture_position, 0.0).r,
1332        textureSampleLevel(t_cb_cr, s_surface, input.texture_position, 0.0).rg,
1333        1.0);
1334
1335    return ycbcr_to_RGB * y_cb_cr;
1336}
1337
1338// --- subpixel sprites --- //
1339
1340struct SubpixelSprite {
1341    order: u32,
1342    pad: u32,
1343    bounds: Bounds,
1344    content_mask: Bounds,
1345    color: Hsla,
1346    tile: AtlasTile,
1347    transformation: TransformationMatrix,
1348}
1349@group(1) @binding(0) var<storage, read> b_subpixel_sprites: array<SubpixelSprite>;
1350
1351struct SubpixelSpriteOutput {
1352    @builtin(position) position: vec4<f32>,
1353    @location(0) tile_position: vec2<f32>,
1354    @location(1) @interpolate(flat) color: vec4<f32>,
1355    @location(3) clip_distances: vec4<f32>,
1356}
1357
1358struct SubpixelSpriteFragmentOutput {
1359    @location(0) @blend_src(0) foreground: vec4<f32>,
1360    @location(0) @blend_src(1) alpha: vec4<f32>,
1361}
1362
1363@vertex
1364fn vs_subpixel_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> SubpixelSpriteOutput {
1365    let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
1366    let sprite = b_subpixel_sprites[instance_id];
1367
1368    var out = SubpixelSpriteOutput();
1369    out.position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
1370    out.tile_position = to_tile_position(unit_vertex, sprite.tile);
1371    out.color = hsla_to_rgba(sprite.color);
1372    out.clip_distances = distance_from_clip_rect_transformed(unit_vertex, sprite.bounds, sprite.content_mask, sprite.transformation);
1373    return out;
1374}
1375
1376@fragment
1377fn fs_subpixel_sprite(input: SubpixelSpriteOutput) -> SubpixelSpriteFragmentOutput {
1378    let sample = textureSample(t_sprite, s_sprite, input.tile_position).rgb;
1379    let alpha_corrected = apply_contrast_and_gamma_correction3(sample, input.color.rgb, gamma_params.subpixel_enhanced_contrast, gamma_params.gamma_ratios);
1380
1381    // Alpha clip after using the derivatives.
1382    if (any(input.clip_distances < vec4<f32>(0.0))) {
1383        return SubpixelSpriteFragmentOutput(vec4<f32>(0.0), vec4<f32>(0.0));
1384    }
1385
1386    var out = SubpixelSpriteFragmentOutput();
1387    out.foreground = vec4<f32>(input.color.rgb, 1.0);
1388    out.alpha = vec4<f32>(input.color.a * alpha_corrected, 1.0);
1389    return out;
1390}