1// --- subpixel sprites --- //
2
3struct SubpixelSprite {
4 order: u32,
5 pad: u32,
6 bounds: Bounds,
7 content_mask: Bounds,
8 color: Hsla,
9 tile: AtlasTile,
10 transformation: TransformationMatrix,
11}
12@group(1) @binding(0) var<storage, read> b_subpixel_sprites: array<SubpixelSprite>;
13
14struct SubpixelSpriteOutput {
15 @builtin(position) position: vec4<f32>,
16 @location(0) tile_position: vec2<f32>,
17 @location(1) @interpolate(flat) color: vec4<f32>,
18 @location(3) clip_distances: vec4<f32>,
19}
20
21struct SubpixelSpriteFragmentOutput {
22 @location(0) @blend_src(0) foreground: vec4<f32>,
23 @location(0) @blend_src(1) alpha: vec4<f32>,
24}
25
26@vertex
27fn vs_subpixel_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> SubpixelSpriteOutput {
28 let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
29 let sprite = b_subpixel_sprites[instance_id];
30
31 var out = SubpixelSpriteOutput();
32 out.position = to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
33 out.tile_position = to_tile_position(unit_vertex, sprite.tile);
34 out.color = hsla_to_rgba(sprite.color);
35 out.clip_distances = distance_from_clip_rect_transformed(unit_vertex, sprite.bounds, sprite.content_mask, sprite.transformation);
36 return out;
37}
38
39@fragment
40fn fs_subpixel_sprite(input: SubpixelSpriteOutput) -> SubpixelSpriteFragmentOutput {
41 let sample = textureSample(t_sprite, s_sprite, input.tile_position).rgb;
42 let alpha_corrected = apply_contrast_and_gamma_correction3(sample, input.color.rgb, gamma_params.subpixel_enhanced_contrast, gamma_params.gamma_ratios);
43
44 // Alpha clip after using the derivatives.
45 if (any(input.clip_distances < vec4<f32>(0.0))) {
46 return SubpixelSpriteFragmentOutput(vec4<f32>(0.0), vec4<f32>(0.0));
47 }
48
49 var out = SubpixelSpriteFragmentOutput();
50 out.foreground = vec4<f32>(input.color.rgb, 1.0);
51 out.alpha = vec4<f32>(input.color.a * alpha_corrected, 1.0);
52 return out;
53}