Replace mix calls with proper alpha blending in quad shaders
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parent
7a97773f17
commit
469261e5a6
5 changed files with 35 additions and 42 deletions
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@ -317,18 +317,7 @@ fn color_target_state(
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) -> [Option<wgpu::ColorTargetState>; 1] {
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[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})]
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}
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@ -20,7 +20,7 @@ fn interpolate_color(from_: vec4<f32>, to_: vec4<f32>, factor: f32) -> vec4<f32>
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var color = to_rgb * (mixed * mixed * mixed);
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// Alpha interpolation
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color.a = mix(from_.a, to_.a, factor);
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color = to_ * factor + from_ * (1.0 - factor);
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return color;
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}
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@ -5,6 +5,10 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn blend(over: vec4<f32>, under: vec4<f32>, alpha: f32) -> vec4<f32> {
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return over * alpha + under * (1.0 - alpha);
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}
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fn distance_alg(
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frag_coord: vec2<f32>,
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position: vec2<f32>,
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@ -56,7 +56,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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out.offsets = input.offsets;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.border_color = input.border_color;
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out.border_color = vec4(input.border_color.xyz * input.border_color.a, input.border_color.a);
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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@ -119,14 +119,14 @@ fn gradient(
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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unpack_u32(input.colors_1.xy),
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unpack_u32(input.colors_1.zw),
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unpack_u32(input.colors_2.xy),
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unpack_u32(input.colors_2.zw),
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unpack_u32(input.colors_3.xy),
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unpack_u32(input.colors_3.zw),
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unpack_u32(input.colors_4.xy),
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unpack_u32(input.colors_4.zw),
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unpack_color(input.colors_1.xy),
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unpack_color(input.colors_1.zw),
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unpack_color(input.colors_2.xy),
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unpack_color(input.colors_2.zw),
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unpack_color(input.colors_3.xy),
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unpack_color(input.colors_3.zw),
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unpack_color(input.colors_4.xy),
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unpack_color(input.colors_4.zw),
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);
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let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
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@ -179,7 +179,7 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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internal_distance
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);
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mixed_color = mix(mixed_color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
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mixed_color = blend(input.border_color, mixed_color, border_mix);
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}
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var dist: f32 = distance_alg(
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@ -194,12 +194,18 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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border_radius + 0.5,
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dist);
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return vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
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return mixed_color * radius_alpha;
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}
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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fn unpack_color(data: vec2<u32>) -> vec4<f32> {
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let color = unpack_u32(data);
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return vec4(color.xyz * color.a, color.a);
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}
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fn unpack_u32(data: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(data.x);
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let ba: vec2<f32> = unpack2x16float(data.y);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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@ -56,13 +56,13 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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out.color = input.color;
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out.border_color = input.border_color;
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out.color = vec4(input.color.xyz * input.color.a, input.color.a);
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out.border_color = vec4(input.border_color.xyz * input.border_color.a, input.border_color.a);
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out.pos = input.pos * globals.scale + snap;
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out.scale = input.scale * globals.scale;
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out.border_radius = border_radius * globals.scale;
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out.border_width = input.border_width * globals.scale;
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out.shadow_color = input.shadow_color;
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out.shadow_color = vec4(input.shadow_color.xyz, input.shadow_color.a);
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out.shadow_offset = input.shadow_offset * globals.scale;
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out.shadow_blur_radius = input.shadow_blur_radius * globals.scale;
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@ -97,7 +97,7 @@ fn solid_fs_main(
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internal_distance
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);
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mixed_color = mix(input.color, input.border_color, vec4<f32>(border_mix, border_mix, border_mix, border_mix));
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mixed_color = blend(input.border_color, input.color, border_mix);
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}
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var dist: f32 = distance_alg(
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@ -113,7 +113,7 @@ fn solid_fs_main(
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dist
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);
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let quad_color = vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);
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let quad_color = mixed_color * radius_alpha;
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if input.shadow_color.a > 0.0 {
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let shadow_radius = select_border_radius(
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@ -121,17 +121,11 @@ fn solid_fs_main(
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input.position.xy - input.shadow_offset,
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(input.pos + input.scale * 0.5).xy
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);
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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.);
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let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
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let shadow_color = input.shadow_color;
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let base_color = mix(
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vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0),
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quad_color,
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quad_color.a
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);
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return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha);
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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.);
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let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
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return blend(input.shadow_color, quad_color, (1.0 - radius_alpha) * shadow_alpha);
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} else {
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return quad_color;
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}
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