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