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);
  9float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
 10                          TransformationMatrix transformation,
 11                          constant Size_DevicePixels *input_viewport_size);
 12
 13float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
 14                        constant Size_DevicePixels *atlas_size);
 15float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
 16                               Bounds_ScaledPixels clip_bounds);
 17float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
 18               Corners_ScaledPixels corner_radii);
 19float gaussian(float x, float sigma);
 20float2 erf(float2 x);
 21float blur_along_x(float x, float y, float sigma, float corner,
 22                   float2 half_size);
 23float4 over(float4 below, float4 above);
 24
 25struct QuadVertexOutput {
 26  float4 position [[position]];
 27  float4 background_color [[flat]];
 28  float4 border_color [[flat]];
 29  uint quad_id [[flat]];
 30  float clip_distance [[clip_distance]][4];
 31};
 32
 33struct QuadFragmentInput {
 34  float4 position [[position]];
 35  float4 background_color [[flat]];
 36  float4 border_color [[flat]];
 37  uint quad_id [[flat]];
 38};
 39
 40vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
 41                                    uint quad_id [[instance_id]],
 42                                    constant float2 *unit_vertices
 43                                    [[buffer(QuadInputIndex_Vertices)]],
 44                                    constant Quad *quads
 45                                    [[buffer(QuadInputIndex_Quads)]],
 46                                    constant Size_DevicePixels *viewport_size
 47                                    [[buffer(QuadInputIndex_ViewportSize)]]) {
 48  float2 unit_vertex = unit_vertices[unit_vertex_id];
 49  Quad quad = quads[quad_id];
 50  float4 device_position =
 51      to_device_position(unit_vertex, quad.bounds, viewport_size);
 52  float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds,
 53                                                 quad.content_mask.bounds);
 54  float4 background_color = hsla_to_rgba(quad.background);
 55  float4 border_color = hsla_to_rgba(quad.border_color);
 56  return QuadVertexOutput{
 57      device_position,
 58      background_color,
 59      border_color,
 60      quad_id,
 61      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
 62}
 63
 64fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
 65                              constant Quad *quads
 66                              [[buffer(QuadInputIndex_Quads)]]) {
 67  Quad quad = quads[input.quad_id];
 68
 69  // Fast path when the quad is not rounded and doesn't have any border.
 70  if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
 71      quad.corner_radii.top_right == 0. &&
 72      quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
 73      quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
 74      quad.border_widths.bottom == 0.) {
 75    return input.background_color;
 76  }
 77
 78  float2 half_size =
 79      float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
 80  float2 center =
 81      float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
 82  float2 center_to_point = input.position.xy - center;
 83  float corner_radius;
 84  if (center_to_point.x < 0.) {
 85    if (center_to_point.y < 0.) {
 86      corner_radius = quad.corner_radii.top_left;
 87    } else {
 88      corner_radius = quad.corner_radii.bottom_left;
 89    }
 90  } else {
 91    if (center_to_point.y < 0.) {
 92      corner_radius = quad.corner_radii.top_right;
 93    } else {
 94      corner_radius = quad.corner_radii.bottom_right;
 95    }
 96  }
 97
 98  float2 rounded_edge_to_point =
 99      fabs(center_to_point) - half_size + corner_radius;
100  float distance =
101      length(max(0., rounded_edge_to_point)) +
102      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
103      corner_radius;
104
105  float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
106                                                  : quad.border_widths.right;
107  float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
108                                                    : quad.border_widths.bottom;
109  float2 inset_size =
110      half_size - corner_radius - float2(vertical_border, horizontal_border);
111  float2 point_to_inset_corner = fabs(center_to_point) - inset_size;
112  float border_width;
113  if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
114    border_width = 0.;
115  } else if (point_to_inset_corner.y > point_to_inset_corner.x) {
116    border_width = horizontal_border;
117  } else {
118    border_width = vertical_border;
119  }
120
121  float4 color;
122  if (border_width == 0.) {
123    color = input.background_color;
124  } else {
125    float inset_distance = distance + border_width;
126    // Blend the border on top of the background and then linearly interpolate
127    // between the two as we slide inside the background.
128    float4 blended_border = over(input.background_color, input.border_color);
129    color = mix(blended_border, input.background_color,
130                saturate(0.5 - inset_distance));
131  }
132
133  return color * float4(1., 1., 1., saturate(0.5 - distance));
134}
135
136struct ShadowVertexOutput {
137  float4 position [[position]];
138  float4 color [[flat]];
139  uint shadow_id [[flat]];
140  float clip_distance [[clip_distance]][4];
141};
142
143struct ShadowFragmentInput {
144  float4 position [[position]];
145  float4 color [[flat]];
146  uint shadow_id [[flat]];
147};
148
149vertex ShadowVertexOutput shadow_vertex(
150    uint unit_vertex_id [[vertex_id]], uint shadow_id [[instance_id]],
151    constant float2 *unit_vertices [[buffer(ShadowInputIndex_Vertices)]],
152    constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]],
153    constant Size_DevicePixels *viewport_size
154    [[buffer(ShadowInputIndex_ViewportSize)]]) {
155  float2 unit_vertex = unit_vertices[unit_vertex_id];
156  Shadow shadow = shadows[shadow_id];
157
158  float margin = 3. * shadow.blur_radius;
159  // Set the bounds of the shadow and adjust its size based on the shadow's
160  // spread radius to achieve the spreading effect
161  Bounds_ScaledPixels bounds = shadow.bounds;
162  bounds.origin.x -= margin;
163  bounds.origin.y -= margin;
164  bounds.size.width += 2. * margin;
165  bounds.size.height += 2. * margin;
166
167  float4 device_position =
168      to_device_position(unit_vertex, bounds, viewport_size);
169  float4 clip_distance =
170      distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
171  float4 color = hsla_to_rgba(shadow.color);
172
173  return ShadowVertexOutput{
174      device_position,
175      color,
176      shadow_id,
177      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
178}
179
180fragment float4 shadow_fragment(ShadowFragmentInput input [[stage_in]],
181                                constant Shadow *shadows
182                                [[buffer(ShadowInputIndex_Shadows)]]) {
183  Shadow shadow = shadows[input.shadow_id];
184
185  float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
186  float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
187  float2 half_size = size / 2.;
188  float2 center = origin + half_size;
189  float2 point = input.position.xy - center;
190  float corner_radius;
191  if (point.x < 0.) {
192    if (point.y < 0.) {
193      corner_radius = shadow.corner_radii.top_left;
194    } else {
195      corner_radius = shadow.corner_radii.bottom_left;
196    }
197  } else {
198    if (point.y < 0.) {
199      corner_radius = shadow.corner_radii.top_right;
200    } else {
201      corner_radius = shadow.corner_radii.bottom_right;
202    }
203  }
204
205  // The signal is only non-zero in a limited range, so don't waste samples
206  float low = point.y - half_size.y;
207  float high = point.y + half_size.y;
208  float start = clamp(-3. * shadow.blur_radius, low, high);
209  float end = clamp(3. * shadow.blur_radius, low, high);
210
211  // Accumulate samples (we can get away with surprisingly few samples)
212  float step = (end - start) / 4.;
213  float y = start + step * 0.5;
214  float alpha = 0.;
215  for (int i = 0; i < 4; i++) {
216    alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius,
217                          corner_radius, half_size) *
218             gaussian(y, shadow.blur_radius) * step;
219    y += step;
220  }
221
222  return input.color * float4(1., 1., 1., alpha);
223}
224
225struct UnderlineVertexOutput {
226  float4 position [[position]];
227  float4 color [[flat]];
228  uint underline_id [[flat]];
229  float clip_distance [[clip_distance]][4];
230};
231
232struct UnderlineFragmentInput {
233  float4 position [[position]];
234  float4 color [[flat]];
235  uint underline_id [[flat]];
236};
237
238vertex UnderlineVertexOutput underline_vertex(
239    uint unit_vertex_id [[vertex_id]], uint underline_id [[instance_id]],
240    constant float2 *unit_vertices [[buffer(UnderlineInputIndex_Vertices)]],
241    constant Underline *underlines [[buffer(UnderlineInputIndex_Underlines)]],
242    constant Size_DevicePixels *viewport_size
243    [[buffer(ShadowInputIndex_ViewportSize)]]) {
244  float2 unit_vertex = unit_vertices[unit_vertex_id];
245  Underline underline = underlines[underline_id];
246  float4 device_position =
247      to_device_position(unit_vertex, underline.bounds, viewport_size);
248  float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
249                                                 underline.content_mask.bounds);
250  float4 color = hsla_to_rgba(underline.color);
251  return UnderlineVertexOutput{
252      device_position,
253      color,
254      underline_id,
255      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
256}
257
258fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]],
259                                   constant Underline *underlines
260                                   [[buffer(UnderlineInputIndex_Underlines)]]) {
261  Underline underline = underlines[input.underline_id];
262  if (underline.wavy) {
263    float half_thickness = underline.thickness * 0.5;
264    float2 origin =
265        float2(underline.bounds.origin.x, underline.bounds.origin.y);
266    float2 st = ((input.position.xy - origin) / underline.bounds.size.height) -
267                float2(0., 0.5);
268    float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
269    float amplitude = 1. / (2. * underline.thickness);
270    float sine = sin(st.x * frequency) * amplitude;
271    float dSine = cos(st.x * frequency) * amplitude * frequency;
272    float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
273    float distance_in_pixels = distance * underline.bounds.size.height;
274    float distance_from_top_border = distance_in_pixels - half_thickness;
275    float distance_from_bottom_border = distance_in_pixels + half_thickness;
276    float alpha = saturate(
277        0.5 - max(-distance_from_bottom_border, distance_from_top_border));
278    return input.color * float4(1., 1., 1., alpha);
279  } else {
280    return input.color;
281  }
282}
283
284struct MonochromeSpriteVertexOutput {
285  float4 position [[position]];
286  float2 tile_position;
287  float4 color [[flat]];
288  float clip_distance [[clip_distance]][4];
289};
290
291struct MonochromeSpriteFragmentInput {
292  float4 position [[position]];
293  float2 tile_position;
294  float4 color [[flat]];
295};
296
297vertex MonochromeSpriteVertexOutput monochrome_sprite_vertex(
298    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
299    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
300    constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
301    constant Size_DevicePixels *viewport_size
302    [[buffer(SpriteInputIndex_ViewportSize)]],
303    constant Size_DevicePixels *atlas_size
304    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
305  float2 unit_vertex = unit_vertices[unit_vertex_id];
306  MonochromeSprite sprite = sprites[sprite_id];
307  float4 device_position =
308      to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation, viewport_size);
309  float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
310                                                 sprite.content_mask.bounds);
311  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
312  float4 color = hsla_to_rgba(sprite.color);
313  return MonochromeSpriteVertexOutput{
314      device_position,
315      tile_position,
316      color,
317      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
318}
319
320fragment float4 monochrome_sprite_fragment(
321    MonochromeSpriteFragmentInput input [[stage_in]],
322    constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
323    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
324  constexpr sampler atlas_texture_sampler(mag_filter::linear,
325                                          min_filter::linear);
326  float4 sample =
327      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
328  float4 color = input.color;
329  color.a *= sample.a;
330  return color;
331}
332
333struct PolychromeSpriteVertexOutput {
334  float4 position [[position]];
335  float2 tile_position;
336  uint sprite_id [[flat]];
337  float clip_distance [[clip_distance]][4];
338};
339
340struct PolychromeSpriteFragmentInput {
341  float4 position [[position]];
342  float2 tile_position;
343  uint sprite_id [[flat]];
344};
345
346vertex PolychromeSpriteVertexOutput polychrome_sprite_vertex(
347    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
348    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
349    constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
350    constant Size_DevicePixels *viewport_size
351    [[buffer(SpriteInputIndex_ViewportSize)]],
352    constant Size_DevicePixels *atlas_size
353    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
354
355  float2 unit_vertex = unit_vertices[unit_vertex_id];
356  PolychromeSprite sprite = sprites[sprite_id];
357  float4 device_position =
358      to_device_position(unit_vertex, sprite.bounds, viewport_size);
359  float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
360                                                 sprite.content_mask.bounds);
361  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
362  return PolychromeSpriteVertexOutput{
363      device_position,
364      tile_position,
365      sprite_id,
366      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
367}
368
369fragment float4 polychrome_sprite_fragment(
370    PolychromeSpriteFragmentInput input [[stage_in]],
371    constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
372    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
373  PolychromeSprite sprite = sprites[input.sprite_id];
374  constexpr sampler atlas_texture_sampler(mag_filter::linear,
375                                          min_filter::linear);
376  float4 sample =
377      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
378  float distance =
379      quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
380
381  float4 color = sample;
382  if (sprite.grayscale) {
383    float grayscale = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
384    color.r = grayscale;
385    color.g = grayscale;
386    color.b = grayscale;
387  }
388  color.a *= sprite.opacity * saturate(0.5 - distance);
389  return color;
390}
391
392struct PathRasterizationVertexOutput {
393  float4 position [[position]];
394  float2 st_position;
395  float clip_rect_distance [[clip_distance]][4];
396};
397
398struct PathRasterizationFragmentInput {
399  float4 position [[position]];
400  float2 st_position;
401};
402
403vertex PathRasterizationVertexOutput path_rasterization_vertex(
404    uint vertex_id [[vertex_id]],
405    constant PathVertex_ScaledPixels *vertices
406    [[buffer(PathRasterizationInputIndex_Vertices)]],
407    constant Size_DevicePixels *atlas_size
408    [[buffer(PathRasterizationInputIndex_AtlasTextureSize)]]) {
409  PathVertex_ScaledPixels v = vertices[vertex_id];
410  float2 vertex_position = float2(v.xy_position.x, v.xy_position.y);
411  float2 viewport_size = float2(atlas_size->width, atlas_size->height);
412  return PathRasterizationVertexOutput{
413      float4(vertex_position / viewport_size * float2(2., -2.) +
414                 float2(-1., 1.),
415             0., 1.),
416      float2(v.st_position.x, v.st_position.y),
417      {v.xy_position.x - v.content_mask.bounds.origin.x,
418       v.content_mask.bounds.origin.x + v.content_mask.bounds.size.width -
419           v.xy_position.x,
420       v.xy_position.y - v.content_mask.bounds.origin.y,
421       v.content_mask.bounds.origin.y + v.content_mask.bounds.size.height -
422           v.xy_position.y}};
423}
424
425fragment float4 path_rasterization_fragment(PathRasterizationFragmentInput input
426                                            [[stage_in]]) {
427  float2 dx = dfdx(input.st_position);
428  float2 dy = dfdy(input.st_position);
429  float2 gradient = float2((2. * input.st_position.x) * dx.x - dx.y,
430                           (2. * input.st_position.x) * dy.x - dy.y);
431  float f = (input.st_position.x * input.st_position.x) - input.st_position.y;
432  float distance = f / length(gradient);
433  float alpha = saturate(0.5 - distance);
434  return float4(alpha, 0., 0., 1.);
435}
436
437struct PathSpriteVertexOutput {
438  float4 position [[position]];
439  float2 tile_position;
440  float4 color [[flat]];
441};
442
443vertex PathSpriteVertexOutput path_sprite_vertex(
444    uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
445    constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
446    constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
447    constant Size_DevicePixels *viewport_size
448    [[buffer(SpriteInputIndex_ViewportSize)]],
449    constant Size_DevicePixels *atlas_size
450    [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
451
452  float2 unit_vertex = unit_vertices[unit_vertex_id];
453  PathSprite sprite = sprites[sprite_id];
454  // Don't apply content mask because it was already accounted for when
455  // rasterizing the path.
456  float4 device_position =
457      to_device_position(unit_vertex, sprite.bounds, viewport_size);
458  float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
459  float4 color = hsla_to_rgba(sprite.color);
460  return PathSpriteVertexOutput{device_position, tile_position, color};
461}
462
463fragment float4 path_sprite_fragment(
464    PathSpriteVertexOutput input [[stage_in]],
465    constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
466    texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
467  constexpr sampler atlas_texture_sampler(mag_filter::linear,
468                                          min_filter::linear);
469  float4 sample =
470      atlas_texture.sample(atlas_texture_sampler, input.tile_position);
471  float mask = 1. - abs(1. - fmod(sample.r, 2.));
472  float4 color = input.color;
473  color.a *= mask;
474  return color;
475}
476
477struct SurfaceVertexOutput {
478  float4 position [[position]];
479  float2 texture_position;
480  float clip_distance [[clip_distance]][4];
481};
482
483struct SurfaceFragmentInput {
484  float4 position [[position]];
485  float2 texture_position;
486};
487
488vertex SurfaceVertexOutput surface_vertex(
489    uint unit_vertex_id [[vertex_id]], uint surface_id [[instance_id]],
490    constant float2 *unit_vertices [[buffer(SurfaceInputIndex_Vertices)]],
491    constant SurfaceBounds *surfaces [[buffer(SurfaceInputIndex_Surfaces)]],
492    constant Size_DevicePixels *viewport_size
493    [[buffer(SurfaceInputIndex_ViewportSize)]],
494    constant Size_DevicePixels *texture_size
495    [[buffer(SurfaceInputIndex_TextureSize)]]) {
496  float2 unit_vertex = unit_vertices[unit_vertex_id];
497  SurfaceBounds surface = surfaces[surface_id];
498  float4 device_position =
499      to_device_position(unit_vertex, surface.bounds, viewport_size);
500  float4 clip_distance = distance_from_clip_rect(unit_vertex, surface.bounds,
501                                                 surface.content_mask.bounds);
502  // We are going to copy the whole texture, so the texture position corresponds
503  // to the current vertex of the unit triangle.
504  float2 texture_position = unit_vertex;
505  return SurfaceVertexOutput{
506      device_position,
507      texture_position,
508      {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
509}
510
511fragment float4 surface_fragment(SurfaceFragmentInput input [[stage_in]],
512                                 texture2d<float> y_texture
513                                 [[texture(SurfaceInputIndex_YTexture)]],
514                                 texture2d<float> cb_cr_texture
515                                 [[texture(SurfaceInputIndex_CbCrTexture)]]) {
516  constexpr sampler texture_sampler(mag_filter::linear, min_filter::linear);
517  const float4x4 ycbcrToRGBTransform =
518      float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
519               float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
520               float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
521               float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
522  float4 ycbcr = float4(
523      y_texture.sample(texture_sampler, input.texture_position).r,
524      cb_cr_texture.sample(texture_sampler, input.texture_position).rg, 1.0);
525
526  return ycbcrToRGBTransform * ycbcr;
527}
528
529float4 hsla_to_rgba(Hsla hsla) {
530  float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
531  float s = hsla.s;
532  float l = hsla.l;
533  float a = hsla.a;
534
535  float c = (1.0 - fabs(2.0 * l - 1.0)) * s;
536  float x = c * (1.0 - fabs(fmod(h, 2.0) - 1.0));
537  float m = l - c / 2.0;
538
539  float r = 0.0;
540  float g = 0.0;
541  float b = 0.0;
542
543  if (h >= 0.0 && h < 1.0) {
544    r = c;
545    g = x;
546    b = 0.0;
547  } else if (h >= 1.0 && h < 2.0) {
548    r = x;
549    g = c;
550    b = 0.0;
551  } else if (h >= 2.0 && h < 3.0) {
552    r = 0.0;
553    g = c;
554    b = x;
555  } else if (h >= 3.0 && h < 4.0) {
556    r = 0.0;
557    g = x;
558    b = c;
559  } else if (h >= 4.0 && h < 5.0) {
560    r = x;
561    g = 0.0;
562    b = c;
563  } else {
564    r = c;
565    g = 0.0;
566    b = x;
567  }
568
569  float4 rgba;
570  rgba.x = (r + m);
571  rgba.y = (g + m);
572  rgba.z = (b + m);
573  rgba.w = a;
574  return rgba;
575}
576
577float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
578                          constant Size_DevicePixels *input_viewport_size) {
579  float2 position =
580      unit_vertex * float2(bounds.size.width, bounds.size.height) +
581      float2(bounds.origin.x, bounds.origin.y);
582  float2 viewport_size = float2((float)input_viewport_size->width,
583                                (float)input_viewport_size->height);
584  float2 device_position =
585      position / viewport_size * float2(2., -2.) + float2(-1., 1.);
586  return float4(device_position, 0., 1.);
587}
588
589float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
590                          TransformationMatrix transformation,
591                          constant Size_DevicePixels *input_viewport_size) {
592  float2 position =
593      unit_vertex * float2(bounds.size.width, bounds.size.height) +
594      float2(bounds.origin.x, bounds.origin.y);
595
596  // Apply the transformation matrix to the position via matrix multiplication.
597  float2 transformed_position = float2(0, 0);
598  transformed_position[0] = position[0] * transformation.rotation_scale[0][0] + position[1] * transformation.rotation_scale[0][1];
599  transformed_position[1] = position[0] * transformation.rotation_scale[1][0] + position[1] * transformation.rotation_scale[1][1];
600
601  // Add in the translation component of the transformation matrix.
602  transformed_position[0] += transformation.translation[0];
603  transformed_position[1] += transformation.translation[1];
604
605  float2 viewport_size = float2((float)input_viewport_size->width,
606                                (float)input_viewport_size->height);
607  float2 device_position =
608      transformed_position / viewport_size * float2(2., -2.) + float2(-1., 1.);
609  return float4(device_position, 0., 1.);
610}
611
612
613float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
614                        constant Size_DevicePixels *atlas_size) {
615  float2 tile_origin = float2(tile.bounds.origin.x, tile.bounds.origin.y);
616  float2 tile_size = float2(tile.bounds.size.width, tile.bounds.size.height);
617  return (tile_origin + unit_vertex * tile_size) /
618         float2((float)atlas_size->width, (float)atlas_size->height);
619}
620
621float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
622               Corners_ScaledPixels corner_radii) {
623  float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
624  float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
625  float2 center_to_point = point - center;
626  float corner_radius;
627  if (center_to_point.x < 0.) {
628    if (center_to_point.y < 0.) {
629      corner_radius = corner_radii.top_left;
630    } else {
631      corner_radius = corner_radii.bottom_left;
632    }
633  } else {
634    if (center_to_point.y < 0.) {
635      corner_radius = corner_radii.top_right;
636    } else {
637      corner_radius = corner_radii.bottom_right;
638    }
639  }
640
641  float2 rounded_edge_to_point =
642      abs(center_to_point) - half_size + corner_radius;
643  float distance =
644      length(max(0., rounded_edge_to_point)) +
645      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
646      corner_radius;
647
648  return distance;
649}
650
651// A standard gaussian function, used for weighting samples
652float gaussian(float x, float sigma) {
653  return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
654}
655
656// This approximates the error function, needed for the gaussian integral
657float2 erf(float2 x) {
658  float2 s = sign(x);
659  float2 a = abs(x);
660  float2 r1 = 1. + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
661  float2 r2 = r1 * r1;
662  return s - s / (r2 * r2);
663}
664
665float blur_along_x(float x, float y, float sigma, float corner,
666                   float2 half_size) {
667  float delta = min(half_size.y - corner - abs(y), 0.);
668  float curved =
669      half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
670  float2 integral =
671      0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
672  return integral.y - integral.x;
673}
674
675float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
676                               Bounds_ScaledPixels clip_bounds) {
677  float2 position =
678      unit_vertex * float2(bounds.size.width, bounds.size.height) +
679      float2(bounds.origin.x, bounds.origin.y);
680  return float4(position.x - clip_bounds.origin.x,
681                clip_bounds.origin.x + clip_bounds.size.width - position.x,
682                position.y - clip_bounds.origin.y,
683                clip_bounds.origin.y + clip_bounds.size.height - position.y);
684}
685
686float4 over(float4 below, float4 above) {
687  float4 result;
688  float alpha = above.a + below.a * (1.0 - above.a);
689  result.rgb =
690      (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
691  result.a = alpha;
692  return result;
693}