oden/src/circle_shader.wgsl

110 lines
3.8 KiB
WebGPU Shading Language

// ----------------------------------------------------------------------------
// Vertex shader
// ----------------------------------------------------------------------------
struct VertexInput {
@location(0) position : vec3<f32>,
@location(1) tex_coords : vec2<f32>,
};
struct InstanceInput {
@location(5) center: vec2<f32>,
@location(6) radius: f32,
@location(7) stroke_width: f32,
@location(8) stroke_color: vec4<f32>,
@location(9) fill_color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position : vec4<f32>,
@location(0) tex_coords : vec2<f32>,
@location(1) inner_r2: f32,
@location(2) stroke_color: vec4<f32>,
@location(3) fill_color: vec4<f32>,
};
@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
var out : VertexOutput;
out.stroke_color = instance.stroke_color;
out.fill_color = instance.fill_color;
// The circle's coordinate system goes from (-1,-1) to (1,1) but by
// convention we provide ourselves texture coordinates that go from (0,0)
// to (1,1).
out.tex_coords = (vertex.tex_coords * vec2f(2.0,2.0)) - vec2f(1.0,1.0);
// Compute the squared radius of the inner circle, so we don't do it
// per-pixel.
//
// The radius of the inner circle goes from 0 (no inner circle) to 1 (no
// stroke), because the radius of the outer circle is implicitly 1 (the
// circle in the square we're rendering.
//
// (Honestly I don't even need to do this per-vertex, this is per-instance,
// I can pre-calculate this if I need this to be faster somehow.)
let delta = instance.radius - instance.stroke_width; //, 0, instance.radius);
let inner_radius = delta / instance.radius;
out.inner_r2 = inner_radius * inner_radius;
let radius = vec2f(instance.radius, instance.radius);
let in_pos = instance.center + mix(-radius, radius, vec2f(vertex.position.x, vertex.position.y));
let position = adjust_for_resolution(in_pos);
out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
return out;
}
// ----------------------------------------------------------------------------
// Fragment shader
// ----------------------------------------------------------------------------
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
let tc2 = in.tex_coords * in.tex_coords;
if (tc2.x + tc2.y <= in.inner_r2) {
return in.fill_color;
} else if (tc2.x + tc2.y <= 1.0) {
return in.stroke_color;
} else {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
}
// ----------------------------------------------------------------------------
// Resolution Handling
// ----------------------------------------------------------------------------
struct ScreenUniform {
resolution : vec2f,
};
@group(0) @binding(0) // 1.
var<uniform> screen : ScreenUniform;
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
// Adjust in_pos for the "resolution" of the screen.
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
// the actual resolution of the screen.
let screen_ar = screen.resolution.x / screen.resolution.y;
// Compute the difference in resolution ... correctly?
//
// nudge is the amount to add to the logical resolution so that the pixels
// stay the same size but we respect the aspect ratio of the screen. (So
// there's more of them in either the x or y direction.)
var nudge = vec2f(0.0);
if (screen_ar > RES_AR) {
nudge.x = (RES.y * screen_ar) - RES.x;
} else {
nudge.y = (RES.x / screen_ar) - RES.y;
}
var new_logical_resolution = RES + nudge;
// Now we can convert the incoming position to clip space, in the new screen.
let centered = in_pos + (nudge / 2.0);
var position = (2.0 * centered / new_logical_resolution) - 1.0;
position.y = -position.y;
return position;
}