Merge pull request #2925 from iced-rs/fix/quad-shader-blending

Fix `quad` shader blending
This commit is contained in:
Héctor 2025-05-12 19:09:25 +02:00 committed by GitHub
commit 3a3a02beef
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GPG key ID: B5690EEEBB952194
9 changed files with 57 additions and 62 deletions

View file

@ -317,18 +317,7 @@ fn color_target_state(
) -> [Option<wgpu::ColorTargetState>; 1] {
[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})]
}

View file

@ -97,6 +97,8 @@ impl Pipeline {
"../shader/quad/gradient.wgsl"
),
"\n",
include_str!("../shader/color.wgsl"),
"\n",
include_str!("../shader/color/oklab.wgsl")
)
} else {
@ -109,6 +111,8 @@ impl Pipeline {
"../shader/quad/gradient.wgsl"
),
"\n",
include_str!("../shader/color.wgsl"),
"\n",
include_str!(
"../shader/color/linear_rgb.wgsl"
)

View file

@ -74,6 +74,8 @@ impl Pipeline {
label: Some("iced_wgpu.quad.solid.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
concat!(
include_str!("../shader/color.wgsl"),
"\n",
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/vertex.wgsl"),

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@ -0,0 +1,14 @@
fn premultiply(color: vec4<f32>) -> vec4<f32> {
return vec4(color.xyz * color.a, color.a);
}
fn unpack_color(data: vec2<u32>) -> vec4<f32> {
return premultiply(unpack_u32(data));
}
fn unpack_u32(data: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(data.x);
let ba: vec2<f32> = unpack2x16float(data.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}

View file

@ -56,7 +56,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
out.offsets = input.offsets;
out.direction = input.direction * globals.scale;
out.position_and_scale = vec4<f32>(pos, scale);
out.border_color = input.border_color;
out.border_color = premultiply(input.border_color);
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
@ -119,14 +119,14 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
unpack_u32(input.colors_1.xy),
unpack_u32(input.colors_1.zw),
unpack_u32(input.colors_2.xy),
unpack_u32(input.colors_2.zw),
unpack_u32(input.colors_3.xy),
unpack_u32(input.colors_3.zw),
unpack_u32(input.colors_4.xy),
unpack_u32(input.colors_4.zw),
unpack_color(input.colors_1.xy),
unpack_color(input.colors_1.zw),
unpack_color(input.colors_2.xy),
unpack_color(input.colors_2.zw),
unpack_color(input.colors_3.xy),
unpack_color(input.colors_3.zw),
unpack_color(input.colors_4.xy),
unpack_color(input.colors_4.zw),
);
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
@ -179,7 +179,7 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
internal_distance
);
mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
mixed_color = mix(mixed_color, input.border_color, border_mix);
}
var dist: f32 = distance_alg(
@ -194,12 +194,5 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
border_radius + 0.5,
dist);
return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
}
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
return mixed_color * radius_alpha;
}

View file

@ -56,13 +56,13 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
);
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.color = premultiply(input.color);
out.border_color = premultiply(input.border_color);
out.pos = input.pos * globals.scale + snap;
out.scale = input.scale * globals.scale;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
out.shadow_color = input.shadow_color;
out.shadow_color = premultiply(input.shadow_color);
out.shadow_offset = input.shadow_offset * globals.scale;
out.shadow_blur_radius = input.shadow_blur_radius * globals.scale;
@ -97,7 +97,7 @@ fn solid_fs_main(
internal_distance
);
mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
mixed_color = mix(input.color, input.border_color, border_mix);
}
var dist: f32 = distance_alg(
@ -113,7 +113,7 @@ fn solid_fs_main(
dist
);
let quad_color = vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
let quad_color = mixed_color * radius_alpha;
if input.shadow_color.a > 0.0 {
let shadow_radius = select_border_radius(
@ -121,17 +121,11 @@ fn solid_fs_main(
input.position.xy - input.shadow_offset,
(input.pos + input.scale * 0.5).xy
);
let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.);
let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
let shadow_color = input.shadow_color;
let base_color = mix(
vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0),
quad_color,
quad_color.a
);
return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha);
let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.);
let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
return mix(quad_color, input.shadow_color, (1.0 - radius_alpha) * shadow_alpha);
} else {
return quad_color;
}

View file

@ -87,14 +87,14 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>(
unpack_u32(input.colors_1.xy),
unpack_u32(input.colors_1.zw),
unpack_u32(input.colors_2.xy),
unpack_u32(input.colors_2.zw),
unpack_u32(input.colors_3.xy),
unpack_u32(input.colors_3.zw),
unpack_u32(input.colors_4.xy),
unpack_u32(input.colors_4.zw),
unpack_color(input.colors_1.xy),
unpack_color(input.colors_1.zw),
unpack_color(input.colors_2.xy),
unpack_color(input.colors_2.zw),
unpack_color(input.colors_3.xy),
unpack_color(input.colors_3.zw),
unpack_color(input.colors_4.xy),
unpack_color(input.colors_4.zw),
);
let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
@ -122,13 +122,6 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
return gradient(input.raw_position, input.direction, colors, offsets, last_index);
}
fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);
return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}
fn random(coords: vec2<f32>) -> f32 {
return fract(sin(dot(coords, vec2(12.9898,78.233))) * 43758.5453);
}

View file

@ -12,7 +12,7 @@ struct SolidVertexOutput {
fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var out: SolidVertexOutput;
out.color = input.color;
out.color = premultiply(input.color);
out.position = globals.transform * vec4<f32>(input.position, 0.0, 1.0);
return out;

View file

@ -595,7 +595,7 @@ fn fragment_target(
) -> wgpu::ColorTargetState {
wgpu::ColorTargetState {
format: texture_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
}
}
@ -754,6 +754,8 @@ mod solid {
include_str!("shader/triangle.wgsl"),
"\n",
include_str!("shader/triangle/solid.wgsl"),
"\n",
include_str!("shader/color.wgsl"),
)),
),
});
@ -913,6 +915,8 @@ mod gradient {
"shader/triangle/gradient.wgsl"
),
"\n",
include_str!("shader/color.wgsl"),
"\n",
include_str!("shader/color/oklab.wgsl")
)
} else {
@ -923,6 +927,8 @@ mod gradient {
"shader/triangle/gradient.wgsl"
),
"\n",
include_str!("shader/color.wgsl"),
"\n",
include_str!(
"shader/color/linear_rgb.wgsl"
)