use single sdf for all corners

This commit is contained in:
Daniel 2025-05-29 22:16:33 +10:00
parent cd60385b1e
commit 74665d696d
3 changed files with 33 additions and 102 deletions

View file

@ -157,42 +157,19 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let pos = input.position_and_scale.xy;
let scale = input.position_and_scale.zw;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(pos + scale * 0.5).xy
);
var dist: f32 = rounded_box_sdf(
-(input.position.xy - pos - scale / 2.0) * 2.0,
scale,
input.border_radius * 2.0
) / 2.0;
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
pos + vec2<f32>(input.border_width, input.border_width),
scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
mixed_color = mix(
mixed_color,
input.border_color,
clamp(0.5 + dist + input.border_width, 0.0, 1.0)
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(mixed_color, input.border_color, border_mix);
}
var dist: f32 = distance_alg(
input.position.xy,
pos,
scale,
border_radius
);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist);
return mixed_color * radius_alpha;
return mixed_color * clamp(0.5-dist, 0.0, 1.0);
}

View file

@ -75,57 +75,33 @@ fn solid_fs_main(
) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
var border_radius = select_border_radius(
input.border_radius,
input.position.xy,
(input.pos + input.scale * 0.5).xy
);
var dist = rounded_box_sdf(
-(input.position.xy - input.pos - input.scale * 0.5) * 2.0,
input.scale,
input.border_radius * 2.0
) / 2.0;
if (input.border_width > 0.0) {
var internal_border: f32 = max(border_radius - input.border_width, 0.0);
var internal_distance: f32 = distance_alg(
input.position.xy,
input.pos + vec2<f32>(input.border_width, input.border_width),
input.scale - vec2<f32>(input.border_width * 2.0, input.border_width * 2.0),
internal_border
mixed_color = mix(
input.color,
input.border_color,
clamp(0.5 + dist + input.border_width, 0.0, 1.0)
);
var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
mixed_color = mix(input.color, input.border_color, border_mix);
}
var dist: f32 = distance_alg(
vec2<f32>(input.position.x, input.position.y),
input.pos,
input.scale,
border_radius
);
var quad_alpha: f32 = clamp(0.5-dist, 0.0, 1.0);
var radius_alpha: f32 = 1.0 - smoothstep(
max(border_radius - 0.5, 0.0),
border_radius + 0.5,
dist
);
let quad_color = mixed_color * radius_alpha;
let quad_color = mixed_color * quad_alpha;
if input.shadow_color.a > 0.0 {
let shadow_radius = select_border_radius(
input.border_radius,
input.position.xy - input.shadow_offset,
(input.pos + input.scale * 0.5).xy
);
var shadow_dist: f32 = rounded_box_sdf(
-(input.position.xy - input.pos - input.shadow_offset - input.scale/2.0) * 2.0,
input.scale,
input.border_radius * 2.0
) / 2.0;
let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, max(shadow_dist, 0.0));
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);
return mix(quad_color, input.shadow_color, (1.0 - quad_alpha) * shadow_alpha);
} else {
return quad_color;
}