shaders.metal

  1#include <metal_stdlib>
  2#include <simd/simd.h>
  3
  4using namespace metal;
  5
  6float4 hsla_to_rgba(Hsla hsla);
  7float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
  8                          constant Size_DevicePixels *viewport_size);
  9float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
 10                        constant Size_DevicePixels *atlas_size);
 11float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
 12                               Bounds_ScaledPixels clip_bounds);
 13float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
 14               Corners_ScaledPixels corner_radii);
 15float gaussian(float x, float sigma);
 16float2 erf(float2 x);
 17float blur_along_x(float x, float y, float sigma, float corner,
 18                   float2 half_size);
 19float4 over(float4 below, float4 above);
 20
 21struct QuadVertexOutput {
 22  float4 position [[position]];
 23  float4 background_color [[flat]];
 24  float4 border_color [[flat]];
 25  uint quad_id [[flat]];
 26  float clip_distance [[clip_distance]][4];
 27};
 28
 29struct QuadFragmentInput {
 30  float4 position [[position]];
 31  float4 background_color [[flat]];
 32  float4 border_color [[flat]];
 33  uint quad_id [[flat]];
 34};
 35
 36vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
 37                                    uint quad_id [[instance_id]],
 38                                    constant float2 *unit_vertices
 39                                    [[buffer(QuadInputIndex_Vertices)]],
 40                                    constant Quad *quads
 41                                    [[buffer(QuadInputIndex_Quads)]],
 42                                    constant Size_DevicePixels *viewport_size
 43                                    [[buffer(QuadInputIndex_ViewportSize)]]) {
 44  float2 unit_vertex = unit_vertices[unit_vertex_id];
 45  Quad quad = quads[quad_id];
 46  float4 device_position =
 47      to_device_position(unit_vertex, quad.bounds, viewport_size);
 48  float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds,
 49                                                 quad.content_mask.bounds);
 50  float4 background_color = hsla_to_rgba(quad.background);
 51  float4 border_color = hsla_to_rgba(quad.border_color);
 52  return QuadVertexOutput{
 53      device_position,
 54      background_color,
 55      border_color,
 56      quad_id,
 57      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
 58}
 59
 60fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
 61                              constant Quad *quads
 62                              [[buffer(QuadInputIndex_Quads)]]) {
 63  Quad quad = quads[input.quad_id];
 64
 65  // Fast path when the quad is not rounded and doesn't have any border.
 66  if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
 67      quad.corner_radii.top_right == 0. &&
 68      quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
 69      quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
 70      quad.border_widths.bottom == 0.) {
 71    return input.background_color;
 72  }
 73
 74  float2 half_size =
 75      float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
 76  float2 center =
 77      float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
 78  float2 center_to_point = input.position.xy - center;
 79  float corner_radius;
 80  if (center_to_point.x < 0.) {
 81    if (center_to_point.y < 0.) {
 82      corner_radius = quad.corner_radii.top_left;
 83    } else {
 84      corner_radius = quad.corner_radii.bottom_left;
 85    }
 86  } else {
 87    if (center_to_point.y < 0.) {
 88      corner_radius = quad.corner_radii.top_right;
 89    } else {
 90      corner_radius = quad.corner_radii.bottom_right;
 91    }
 92  }
 93
 94  float2 rounded_edge_to_point =
 95      fabs(center_to_point) - half_size + corner_radius;
 96  float distance =
 97      length(max(0., rounded_edge_to_point)) +
 98      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
 99      corner_radius;
100
101  float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
102                                                  : quad.border_widths.right;
103  float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
104                                                    : quad.border_widths.bottom;
105  float2 inset_size =
106      half_size - corner_radius - float2(vertical_border, horizontal_border);
107  float2 point_to_inset_corner = fabs(center_to_point) - inset_size;
108  float border_width;
109  if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
110    border_width = 0.;
111  } else if (point_to_inset_corner.y > point_to_inset_corner.x) {
112    border_width = horizontal_border;
113  } else {
114    border_width = vertical_border;
115  }
116
117  float4 color;
118  if (border_width == 0.) {
119    color = input.background_color;
120  } else {
121    float inset_distance = distance + border_width;
122    // Blend the border on top of the background and then linearly interpolate
123    // between the two as we slide inside the background.
124    float4 blended_border = over(input.background_color, input.border_color);
125    color = mix(blended_border, input.background_color,
126                saturate(0.5 - inset_distance));
127  }
128
129  return color * float4(1., 1., 1., saturate(0.5 - distance));
130}
131
132struct ShadowVertexOutput {
133  float4 position [[position]];
134  float4 color [[flat]];
135  uint shadow_id [[flat]];
136  float clip_distance [[clip_distance]][4];
137};
138
139struct ShadowFragmentInput {
140  float4 position [[position]];
141  float4 color [[flat]];
142  uint shadow_id [[flat]];
143};
144
145vertex ShadowVertexOutput shadow_vertex(
146    uint unit_vertex_id [[vertex_id]], uint shadow_id [[instance_id]],
147    constant float2 *unit_vertices [[buffer(ShadowInputIndex_Vertices)]],
148    constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]],
149    constant Size_DevicePixels *viewport_size
150    [[buffer(ShadowInputIndex_ViewportSize)]]) {
151  float2 unit_vertex = unit_vertices[unit_vertex_id];
152  Shadow shadow = shadows[shadow_id];
153
154  float margin = 3. * shadow.blur_radius;
155  // Set the bounds of the shadow and adjust its size based on the shadow's
156  // spread radius to achieve the spreading effect
157  Bounds_ScaledPixels bounds = shadow.bounds;
158  bounds.origin.x -= margin;
159  bounds.origin.y -= margin;
160  bounds.size.width += 2. * margin;
161  bounds.size.height += 2. * margin;
162
163  float4 device_position =
164      to_device_position(unit_vertex, bounds, viewport_size);
165  float4 clip_distance =
166      distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
167  float4 color = hsla_to_rgba(shadow.color);
168
169  return ShadowVertexOutput{
170      device_position,
171      color,
172      shadow_id,
173      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
174}
175
176fragment float4 shadow_fragment(ShadowFragmentInput input [[stage_in]],
177                                constant Shadow *shadows
178                                [[buffer(ShadowInputIndex_Shadows)]]) {
179  Shadow shadow = shadows[input.shadow_id];
180
181  float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
182  float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
183  float2 half_size = size / 2.;
184  float2 center = origin + half_size;
185  float2 point = input.position.xy - center;
186  float corner_radius;
187  if (point.x < 0.) {
188    if (point.y < 0.) {
189      corner_radius = shadow.corner_radii.top_left;
190    } else {
191      corner_radius = shadow.corner_radii.bottom_left;
192    }
193  } else {
194    if (point.y < 0.) {
195      corner_radius = shadow.corner_radii.top_right;
196    } else {
197      corner_radius = shadow.corner_radii.bottom_right;
198    }
199  }
200
201  // The signal is only non-zero in a limited range, so don't waste samples
202  float low = point.y - half_size.y;
203  float high = point.y + half_size.y;
204  float start = clamp(-3. * shadow.blur_radius, low, high);
205  float end = clamp(3. * shadow.blur_radius, low, high);
206
207  // Accumulate samples (we can get away with surprisingly few samples)
208  float step = (end - start) / 4.;
209  float y = start + step * 0.5;
210  float alpha = 0.;
211  for (int i = 0; i < 4; i++) {
212    alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius,
213                          corner_radius, half_size) *
214             gaussian(y, shadow.blur_radius) * step;
215    y += step;
216  }
217
218  return input.color * float4(1., 1., 1., alpha);
219}
220
221struct UnderlineVertexOutput {
222  float4 position [[position]];
223  float4 color [[flat]];
224  uint underline_id [[flat]];
225  float clip_distance [[clip_distance]][4];
226};
227
228struct UnderlineFragmentInput {
229  float4 position [[position]];
230  float4 color [[flat]];
231  uint underline_id [[flat]];
232};
233
234vertex UnderlineVertexOutput underline_vertex(
235    uint unit_vertex_id [[vertex_id]], uint underline_id [[instance_id]],
236    constant float2 *unit_vertices [[buffer(UnderlineInputIndex_Vertices)]],
237    constant Underline *underlines [[buffer(UnderlineInputIndex_Underlines)]],
238    constant Size_DevicePixels *viewport_size
239    [[buffer(ShadowInputIndex_ViewportSize)]]) {
240  float2 unit_vertex = unit_vertices[unit_vertex_id];
241  Underline underline = underlines[underline_id];
242  float4 device_position =
243      to_device_position(unit_vertex, underline.bounds, viewport_size);
244  float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
245                                                 underline.content_mask.bounds);
246  float4 color = hsla_to_rgba(underline.color);
247  return UnderlineVertexOutput{
248      device_position,
249      color,
250      underline_id,
251      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
252}
253
254fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]],
255                                   constant Underline *underlines
256                                   [[buffer(UnderlineInputIndex_Underlines)]]) {
257  Underline underline = underlines[input.underline_id];
258  if (underline.wavy) {
259    float half_thickness = underline.thickness * 0.5;
260    float2 origin =
261        float2(underline.bounds.origin.x, underline.bounds.origin.y);
262    float2 st = ((input.position.xy - origin) / underline.bounds.size.height) -
263                float2(0., 0.5);
264    float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
265    float amplitude = 1. / (2. * underline.thickness);
266    float sine = sin(st.x * frequency) * amplitude;
267    float dSine = cos(st.x * frequency) * amplitude * frequency;
268    float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
269    float distance_in_pixels = distance * underline.bounds.size.height;
270    float distance_from_top_border = distance_in_pixels - half_thickness;
271    float distance_from_bottom_border = distance_in_pixels + half_thickness;
272    float alpha = saturate(
273        0.5 - max(-distance_from_bottom_border, distance_from_top_border));
274    return input.color * float4(1., 1., 1., alpha);
275  } else {
276    return input.color;
277  }
278}
279
280struct MonochromeSpriteVertexOutput {
281  float4 position [[position]];
282  float2 tile_position;
283  float4 color [[flat]];
284  float clip_distance [[clip_distance]][4];
285};
286
287struct MonochromeSpriteFragmentInput {
288  float4 position [[position]];
289  float2 tile_position;
290  float4 color [[flat]];
291};
292
293vertex MonochromeSpriteVertexOutput monochrome_sprite_vertex(
294    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
295    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
296    constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
297    constant Size_DevicePixels *viewport_size
298    [[buffer(SpriteInputIndex_ViewportSize)]],
299    constant Size_DevicePixels *atlas_size
300    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
301  float2 unit_vertex = unit_vertices[unit_vertex_id];
302  MonochromeSprite sprite = sprites[sprite_id];
303  float4 device_position =
304      to_device_position(unit_vertex, sprite.bounds, viewport_size);
305  float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
306                                                 sprite.content_mask.bounds);
307  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
308  float4 color = hsla_to_rgba(sprite.color);
309  return MonochromeSpriteVertexOutput{
310      device_position,
311      tile_position,
312      color,
313      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
314}
315
316fragment float4 monochrome_sprite_fragment(
317    MonochromeSpriteFragmentInput input [[stage_in]],
318    constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
319    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
320  constexpr sampler atlas_texture_sampler(mag_filter::linear,
321                                          min_filter::linear);
322  float4 sample =
323      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
324  float4 color = input.color;
325  color.a *= sample.a;
326  return color;
327}
328
329struct PolychromeSpriteVertexOutput {
330  float4 position [[position]];
331  float2 tile_position;
332  uint sprite_id [[flat]];
333  float clip_distance [[clip_distance]][4];
334};
335
336struct PolychromeSpriteFragmentInput {
337  float4 position [[position]];
338  float2 tile_position;
339  uint sprite_id [[flat]];
340};
341
342vertex PolychromeSpriteVertexOutput polychrome_sprite_vertex(
343    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
344    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
345    constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
346    constant Size_DevicePixels *viewport_size
347    [[buffer(SpriteInputIndex_ViewportSize)]],
348    constant Size_DevicePixels *atlas_size
349    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
350
351  float2 unit_vertex = unit_vertices[unit_vertex_id];
352  PolychromeSprite sprite = sprites[sprite_id];
353  float4 device_position =
354      to_device_position(unit_vertex, sprite.bounds, viewport_size);
355  float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
356                                                 sprite.content_mask.bounds);
357  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
358  return PolychromeSpriteVertexOutput{
359      device_position,
360      tile_position,
361      sprite_id,
362      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
363}
364
365fragment float4 polychrome_sprite_fragment(
366    PolychromeSpriteFragmentInput input [[stage_in]],
367    constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
368    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
369  PolychromeSprite sprite = sprites[input.sprite_id];
370  constexpr sampler atlas_texture_sampler(mag_filter::linear,
371                                          min_filter::linear);
372  float4 sample =
373      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
374  float distance =
375      quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
376
377  float4 color = sample;
378  if (sprite.grayscale) {
379    float grayscale = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
380    color.r = grayscale;
381    color.g = grayscale;
382    color.b = grayscale;
383  }
384  color.a *= saturate(0.5 - distance);
385  return color;
386}
387
388struct PathRasterizationVertexOutput {
389  float4 position [[position]];
390  float2 st_position;
391  float clip_rect_distance [[clip_distance]][4];
392};
393
394struct PathRasterizationFragmentInput {
395  float4 position [[position]];
396  float2 st_position;
397};
398
399vertex PathRasterizationVertexOutput path_rasterization_vertex(
400    uint vertex_id [[vertex_id]],
401    constant PathVertex_ScaledPixels *vertices
402    [[buffer(PathRasterizationInputIndex_Vertices)]],
403    constant Size_DevicePixels *atlas_size
404    [[buffer(PathRasterizationInputIndex_AtlasTextureSize)]]) {
405  PathVertex_ScaledPixels v = vertices[vertex_id];
406  float2 vertex_position = float2(v.xy_position.x, v.xy_position.y);
407  float2 viewport_size = float2(atlas_size->width, atlas_size->height);
408  return PathRasterizationVertexOutput{
409      float4(vertex_position / viewport_size * float2(2., -2.) +
410                 float2(-1., 1.),
411             0., 1.),
412      float2(v.st_position.x, v.st_position.y),
413      {v.xy_position.x - v.content_mask.bounds.origin.x,
414       v.content_mask.bounds.origin.x + v.content_mask.bounds.size.width -
415           v.xy_position.x,
416       v.xy_position.y - v.content_mask.bounds.origin.y,
417       v.content_mask.bounds.origin.y + v.content_mask.bounds.size.height -
418           v.xy_position.y}};
419}
420
421fragment float4 path_rasterization_fragment(PathRasterizationFragmentInput input
422                                            [[stage_in]]) {
423  float2 dx = dfdx(input.st_position);
424  float2 dy = dfdy(input.st_position);
425  float2 gradient = float2((2. * input.st_position.x) * dx.x - dx.y,
426                           (2. * input.st_position.x) * dy.x - dy.y);
427  float f = (input.st_position.x * input.st_position.x) - input.st_position.y;
428  float distance = f / length(gradient);
429  float alpha = saturate(0.5 - distance);
430  return float4(alpha, 0., 0., 1.);
431}
432
433struct PathSpriteVertexOutput {
434  float4 position [[position]];
435  float2 tile_position;
436  float4 color [[flat]];
437};
438
439vertex PathSpriteVertexOutput path_sprite_vertex(
440    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
441    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
442    constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
443    constant Size_DevicePixels *viewport_size
444    [[buffer(SpriteInputIndex_ViewportSize)]],
445    constant Size_DevicePixels *atlas_size
446    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
447
448  float2 unit_vertex = unit_vertices[unit_vertex_id];
449  PathSprite sprite = sprites[sprite_id];
450  // Don't apply content mask because it was already accounted for when
451  // rasterizing the path.
452  float4 device_position =
453      to_device_position(unit_vertex, sprite.bounds, viewport_size);
454  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
455  float4 color = hsla_to_rgba(sprite.color);
456  return PathSpriteVertexOutput{device_position, tile_position, color};
457}
458
459fragment float4 path_sprite_fragment(
460    PathSpriteVertexOutput input [[stage_in]],
461    constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
462    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
463  constexpr sampler atlas_texture_sampler(mag_filter::linear,
464                                          min_filter::linear);
465  float4 sample =
466      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
467  float mask = 1. - abs(1. - fmod(sample.r, 2.));
468  float4 color = input.color;
469  color.a *= mask;
470  return color;
471}
472
473struct SurfaceVertexOutput {
474  float4 position [[position]];
475  float2 texture_position;
476  float clip_distance [[clip_distance]][4];
477};
478
479struct SurfaceFragmentInput {
480  float4 position [[position]];
481  float2 texture_position;
482};
483
484vertex SurfaceVertexOutput surface_vertex(
485    uint unit_vertex_id [[vertex_id]], uint surface_id [[instance_id]],
486    constant float2 *unit_vertices [[buffer(SurfaceInputIndex_Vertices)]],
487    constant SurfaceBounds *surfaces [[buffer(SurfaceInputIndex_Surfaces)]],
488    constant Size_DevicePixels *viewport_size
489    [[buffer(SurfaceInputIndex_ViewportSize)]],
490    constant Size_DevicePixels *texture_size
491    [[buffer(SurfaceInputIndex_TextureSize)]]) {
492  float2 unit_vertex = unit_vertices[unit_vertex_id];
493  SurfaceBounds surface = surfaces[surface_id];
494  float4 device_position =
495      to_device_position(unit_vertex, surface.bounds, viewport_size);
496  float4 clip_distance = distance_from_clip_rect(unit_vertex, surface.bounds,
497                                                 surface.content_mask.bounds);
498  // We are going to copy the whole texture, so the texture position corresponds
499  // to the current vertex of the unit triangle.
500  float2 texture_position = unit_vertex;
501  return SurfaceVertexOutput{
502      device_position,
503      texture_position,
504      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
505}
506
507fragment float4 surface_fragment(SurfaceFragmentInput input [[stage_in]],
508                                 texture2d<float> y_texture
509                                 [[texture(SurfaceInputIndex_YTexture)]],
510                                 texture2d<float> cb_cr_texture
511                                 [[texture(SurfaceInputIndex_CbCrTexture)]]) {
512  constexpr sampler texture_sampler(mag_filter::linear, min_filter::linear);
513  const float4x4 ycbcrToRGBTransform =
514      float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
515               float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
516               float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
517               float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
518  float4 ycbcr = float4(
519      y_texture.sample(texture_sampler, input.texture_position).r,
520      cb_cr_texture.sample(texture_sampler, input.texture_position).rg, 1.0);
521
522  return ycbcrToRGBTransform * ycbcr;
523}
524
525float4 hsla_to_rgba(Hsla hsla) {
526  float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
527  float s = hsla.s;
528  float l = hsla.l;
529  float a = hsla.a;
530
531  float c = (1.0 - fabs(2.0 * l - 1.0)) * s;
532  float x = c * (1.0 - fabs(fmod(h, 2.0) - 1.0));
533  float m = l - c / 2.0;
534
535  float r = 0.0;
536  float g = 0.0;
537  float b = 0.0;
538
539  if (h >= 0.0 && h < 1.0) {
540    r = c;
541    g = x;
542    b = 0.0;
543  } else if (h >= 1.0 && h < 2.0) {
544    r = x;
545    g = c;
546    b = 0.0;
547  } else if (h >= 2.0 && h < 3.0) {
548    r = 0.0;
549    g = c;
550    b = x;
551  } else if (h >= 3.0 && h < 4.0) {
552    r = 0.0;
553    g = x;
554    b = c;
555  } else if (h >= 4.0 && h < 5.0) {
556    r = x;
557    g = 0.0;
558    b = c;
559  } else {
560    r = c;
561    g = 0.0;
562    b = x;
563  }
564
565  float4 rgba;
566  rgba.x = (r + m);
567  rgba.y = (g + m);
568  rgba.z = (b + m);
569  rgba.w = a;
570  return rgba;
571}
572
573float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
574                          constant Size_DevicePixels *input_viewport_size) {
575  float2 position =
576      unit_vertex * float2(bounds.size.width, bounds.size.height) +
577      float2(bounds.origin.x, bounds.origin.y);
578  float2 viewport_size = float2((float)input_viewport_size->width,
579                                (float)input_viewport_size->height);
580  float2 device_position =
581      position / viewport_size * float2(2., -2.) + float2(-1., 1.);
582  return float4(device_position, 0., 1.);
583}
584
585float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
586                        constant Size_DevicePixels *atlas_size) {
587  float2 tile_origin = float2(tile.bounds.origin.x, tile.bounds.origin.y);
588  float2 tile_size = float2(tile.bounds.size.width, tile.bounds.size.height);
589  return (tile_origin + unit_vertex * tile_size) /
590         float2((float)atlas_size->width, (float)atlas_size->height);
591}
592
593float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
594               Corners_ScaledPixels corner_radii) {
595  float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
596  float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
597  float2 center_to_point = point - center;
598  float corner_radius;
599  if (center_to_point.x < 0.) {
600    if (center_to_point.y < 0.) {
601      corner_radius = corner_radii.top_left;
602    } else {
603      corner_radius = corner_radii.bottom_left;
604    }
605  } else {
606    if (center_to_point.y < 0.) {
607      corner_radius = corner_radii.top_right;
608    } else {
609      corner_radius = corner_radii.bottom_right;
610    }
611  }
612
613  float2 rounded_edge_to_point =
614      abs(center_to_point) - half_size + corner_radius;
615  float distance =
616      length(max(0., rounded_edge_to_point)) +
617      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
618      corner_radius;
619
620  return distance;
621}
622
623// A standard gaussian function, used for weighting samples
624float gaussian(float x, float sigma) {
625  return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
626}
627
628// This approximates the error function, needed for the gaussian integral
629float2 erf(float2 x) {
630  float2 s = sign(x);
631  float2 a = abs(x);
632  x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
633  x *= x;
634  return s - s / (x * x);
635}
636
637float blur_along_x(float x, float y, float sigma, float corner,
638                   float2 half_size) {
639  float delta = min(half_size.y - corner - abs(y), 0.);
640  float curved =
641      half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
642  float2 integral =
643      0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
644  return integral.y - integral.x;
645}
646
647float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
648                               Bounds_ScaledPixels clip_bounds) {
649  float2 position =
650      unit_vertex * float2(bounds.size.width, bounds.size.height) +
651      float2(bounds.origin.x, bounds.origin.y);
652  return float4(position.x - clip_bounds.origin.x,
653                clip_bounds.origin.x + clip_bounds.size.width - position.x,
654                position.y - clip_bounds.origin.y,
655                clip_bounds.origin.y + clip_bounds.size.height - position.y);
656}
657
658float4 over(float4 below, float4 above) {
659  float4 result;
660  float alpha = above.a + below.a * (1.0 - above.a);
661  result.rgb =
662      (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
663  result.a = alpha;
664  return result;
665}