@@ -8,8 +8,8 @@ var<uniform> globals: Globals;
const M_PI_F: f32 = 3.1415926;
struct ViewId {
- lo: u32,
- hi: u32,
+ lo: u32,
+ hi: u32,
}
struct Bounds {
@@ -110,6 +110,22 @@ fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -
return integral.y - integral.x;
}
+fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
+ if (point.x < 0.0) {
+ if (point.y < 0.0) {
+ return radii.top_left;
+ } else {
+ return radii.bottom_left;
+ }
+ } else {
+ if (point.y < 0.0) {
+ return radii.top_right;
+ } else {
+ return radii.bottom_right;
+ }
+ }
+}
+
// --- quads --- //
struct Quad {
@@ -151,11 +167,7 @@ fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) insta
@fragment
fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
// Alpha clip first, since we don't have `clip_distance`.
- let min_distance = min(
- min(input.clip_distances.x, input.clip_distances.y),
- min(input.clip_distances.z, input.clip_distances.w)
- );
- if min_distance <= 0.0 {
+ if (any(input.clip_distances < vec4<f32>(0.0))) {
return vec4<f32>(0.0);
}
@@ -164,20 +176,7 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
let center = quad.bounds.origin + half_size;
let center_to_point = input.position.xy - center;
- var corner_radius = 0.0;
- if (center_to_point.x < 0.0) {
- if (center_to_point.y < 0.0) {
- corner_radius = quad.corner_radii.top_left;
- } else {
- corner_radius = quad.corner_radii.bottom_left;
- }
- } else {
- if (center_to_point.y < 0.) {
- corner_radius = quad.corner_radii.top_right;
- } else {
- corner_radius = quad.corner_radii.bottom_right;
- }
- }
+ let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
let distance =
@@ -258,11 +257,7 @@ fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) ins
@fragment
fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
// Alpha clip first, since we don't have `clip_distance`.
- let min_distance = min(
- min(input.clip_distances.x, input.clip_distances.y),
- min(input.clip_distances.z, input.clip_distances.w)
- );
- if min_distance <= 0.0 {
+ if (any(input.clip_distances < vec4<f32>(0.0))) {
return vec4<f32>(0.0);
}
@@ -271,20 +266,7 @@ fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
let center = shadow.bounds.origin + half_size;
let center_to_point = input.position.xy - center;
- var corner_radius = 0.0;
- if (center_to_point.x < 0.0) {
- if (center_to_point.y < 0.0) {
- corner_radius = shadow.corner_radii.top_left;
- } else {
- corner_radius = shadow.corner_radii.bottom_left;
- }
- } else {
- if (center_to_point.y < 0.) {
- corner_radius = shadow.corner_radii.top_right;
- } else {
- corner_radius = shadow.corner_radii.bottom_right;
- }
- }
+ let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
// The signal is only non-zero in a limited range, so don't waste samples
let low = center_to_point.y - half_size.y;