Spinner go spinny. Extra thanks to @kvark for helping me with the shaders. https://github.com/zed-industries/zed/assets/2280405/9d5f4f4e-0d43-44d2-a089-5d69939938e9 Release Notes: - Added a spinning animation to the LSP checking indicator --------- Co-authored-by: Dzmitry Malyshau <kvark@fastmail.com>
694 lines
26 KiB
Metal
694 lines
26 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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float4 hsla_to_rgba(Hsla hsla);
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float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
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constant Size_DevicePixels *viewport_size);
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float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
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TransformationMatrix transformation,
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constant Size_DevicePixels *input_viewport_size);
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float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
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constant Size_DevicePixels *atlas_size);
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float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
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Bounds_ScaledPixels clip_bounds);
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float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
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Corners_ScaledPixels corner_radii);
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float gaussian(float x, float sigma);
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float2 erf(float2 x);
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float blur_along_x(float x, float y, float sigma, float corner,
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float2 half_size);
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float4 over(float4 below, float4 above);
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struct QuadVertexOutput {
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float4 position [[position]];
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float4 background_color [[flat]];
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float4 border_color [[flat]];
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uint quad_id [[flat]];
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float clip_distance [[clip_distance]][4];
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};
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struct QuadFragmentInput {
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float4 position [[position]];
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float4 background_color [[flat]];
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float4 border_color [[flat]];
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uint quad_id [[flat]];
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};
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vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
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uint quad_id [[instance_id]],
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constant float2 *unit_vertices
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[[buffer(QuadInputIndex_Vertices)]],
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constant Quad *quads
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[[buffer(QuadInputIndex_Quads)]],
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constant Size_DevicePixels *viewport_size
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[[buffer(QuadInputIndex_ViewportSize)]]) {
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float2 unit_vertex = unit_vertices[unit_vertex_id];
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Quad quad = quads[quad_id];
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float4 device_position =
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to_device_position(unit_vertex, quad.bounds, viewport_size);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds,
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quad.content_mask.bounds);
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float4 background_color = hsla_to_rgba(quad.background);
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float4 border_color = hsla_to_rgba(quad.border_color);
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return QuadVertexOutput{
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device_position,
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background_color,
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border_color,
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quad_id,
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{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
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}
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fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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constant Quad *quads
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[[buffer(QuadInputIndex_Quads)]]) {
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Quad quad = quads[input.quad_id];
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// Fast path when the quad is not rounded and doesn't have any border.
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if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
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quad.corner_radii.top_right == 0. &&
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quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
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quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
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quad.border_widths.bottom == 0.) {
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return input.background_color;
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}
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float2 half_size =
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float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
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float2 center =
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float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
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float2 center_to_point = input.position.xy - center;
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float corner_radius;
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if (center_to_point.x < 0.) {
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if (center_to_point.y < 0.) {
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corner_radius = quad.corner_radii.top_left;
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} else {
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corner_radius = quad.corner_radii.bottom_left;
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}
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} else {
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if (center_to_point.y < 0.) {
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corner_radius = quad.corner_radii.top_right;
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} else {
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corner_radius = quad.corner_radii.bottom_right;
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}
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}
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float2 rounded_edge_to_point =
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fabs(center_to_point) - half_size + corner_radius;
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float distance =
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length(max(0., rounded_edge_to_point)) +
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min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
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: quad.border_widths.right;
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float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
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: quad.border_widths.bottom;
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float2 inset_size =
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half_size - corner_radius - float2(vertical_border, horizontal_border);
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float2 point_to_inset_corner = fabs(center_to_point) - inset_size;
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float border_width;
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if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
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border_width = 0.;
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} else if (point_to_inset_corner.y > point_to_inset_corner.x) {
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border_width = horizontal_border;
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} else {
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border_width = vertical_border;
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}
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float4 color;
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if (border_width == 0.) {
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color = input.background_color;
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} else {
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float inset_distance = distance + border_width;
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// Blend the border on top of the background and then linearly interpolate
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// between the two as we slide inside the background.
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float4 blended_border = over(input.background_color, input.border_color);
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color = mix(blended_border, input.background_color,
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saturate(0.5 - inset_distance));
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}
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return color * float4(1., 1., 1., saturate(0.5 - distance));
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}
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struct ShadowVertexOutput {
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float4 position [[position]];
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float4 color [[flat]];
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uint shadow_id [[flat]];
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float clip_distance [[clip_distance]][4];
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};
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struct ShadowFragmentInput {
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float4 position [[position]];
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float4 color [[flat]];
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uint shadow_id [[flat]];
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};
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vertex ShadowVertexOutput shadow_vertex(
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uint unit_vertex_id [[vertex_id]], uint shadow_id [[instance_id]],
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constant float2 *unit_vertices [[buffer(ShadowInputIndex_Vertices)]],
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constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]],
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constant Size_DevicePixels *viewport_size
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[[buffer(ShadowInputIndex_ViewportSize)]]) {
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float2 unit_vertex = unit_vertices[unit_vertex_id];
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Shadow shadow = shadows[shadow_id];
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float margin = 3. * shadow.blur_radius;
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// Set the bounds of the shadow and adjust its size based on the shadow's
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// spread radius to achieve the spreading effect
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Bounds_ScaledPixels bounds = shadow.bounds;
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bounds.origin.x -= margin;
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bounds.origin.y -= margin;
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bounds.size.width += 2. * margin;
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bounds.size.height += 2. * margin;
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float4 device_position =
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to_device_position(unit_vertex, bounds, viewport_size);
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float4 clip_distance =
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distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
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float4 color = hsla_to_rgba(shadow.color);
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return ShadowVertexOutput{
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device_position,
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color,
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shadow_id,
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{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
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}
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fragment float4 shadow_fragment(ShadowFragmentInput input [[stage_in]],
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constant Shadow *shadows
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[[buffer(ShadowInputIndex_Shadows)]]) {
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Shadow shadow = shadows[input.shadow_id];
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float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
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float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
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float2 half_size = size / 2.;
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float2 center = origin + half_size;
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float2 point = input.position.xy - center;
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float corner_radius;
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if (point.x < 0.) {
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if (point.y < 0.) {
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corner_radius = shadow.corner_radii.top_left;
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} else {
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corner_radius = shadow.corner_radii.bottom_left;
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}
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} else {
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if (point.y < 0.) {
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corner_radius = shadow.corner_radii.top_right;
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} else {
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corner_radius = shadow.corner_radii.bottom_right;
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}
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}
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// The signal is only non-zero in a limited range, so don't waste samples
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float low = point.y - half_size.y;
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float high = point.y + half_size.y;
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float start = clamp(-3. * shadow.blur_radius, low, high);
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float end = clamp(3. * shadow.blur_radius, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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float step = (end - start) / 4.;
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float y = start + step * 0.5;
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float alpha = 0.;
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for (int i = 0; i < 4; i++) {
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alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius,
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corner_radius, half_size) *
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gaussian(y, shadow.blur_radius) * step;
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y += step;
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}
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return input.color * float4(1., 1., 1., alpha);
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}
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struct UnderlineVertexOutput {
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float4 position [[position]];
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float4 color [[flat]];
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uint underline_id [[flat]];
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float clip_distance [[clip_distance]][4];
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};
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struct UnderlineFragmentInput {
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float4 position [[position]];
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float4 color [[flat]];
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uint underline_id [[flat]];
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};
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vertex UnderlineVertexOutput underline_vertex(
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uint unit_vertex_id [[vertex_id]], uint underline_id [[instance_id]],
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constant float2 *unit_vertices [[buffer(UnderlineInputIndex_Vertices)]],
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constant Underline *underlines [[buffer(UnderlineInputIndex_Underlines)]],
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constant Size_DevicePixels *viewport_size
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[[buffer(ShadowInputIndex_ViewportSize)]]) {
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float2 unit_vertex = unit_vertices[unit_vertex_id];
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Underline underline = underlines[underline_id];
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float4 device_position =
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to_device_position(unit_vertex, underline.bounds, viewport_size);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
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underline.content_mask.bounds);
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float4 color = hsla_to_rgba(underline.color);
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return UnderlineVertexOutput{
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device_position,
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color,
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underline_id,
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{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
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}
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fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]],
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constant Underline *underlines
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[[buffer(UnderlineInputIndex_Underlines)]]) {
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Underline underline = underlines[input.underline_id];
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if (underline.wavy) {
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float half_thickness = underline.thickness * 0.5;
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float2 origin =
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float2(underline.bounds.origin.x, underline.bounds.origin.y);
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float2 st = ((input.position.xy - origin) / underline.bounds.size.height) -
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float2(0., 0.5);
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float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
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float amplitude = 1. / (2. * underline.thickness);
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float sine = sin(st.x * frequency) * amplitude;
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float dSine = cos(st.x * frequency) * amplitude * frequency;
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float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
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float distance_in_pixels = distance * underline.bounds.size.height;
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float distance_from_top_border = distance_in_pixels - half_thickness;
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float distance_from_bottom_border = distance_in_pixels + half_thickness;
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float alpha = saturate(
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0.5 - max(-distance_from_bottom_border, distance_from_top_border));
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return input.color * float4(1., 1., 1., alpha);
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} else {
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return input.color;
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}
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}
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struct MonochromeSpriteVertexOutput {
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float4 position [[position]];
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float2 tile_position;
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float4 color [[flat]];
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float clip_distance [[clip_distance]][4];
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};
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struct MonochromeSpriteFragmentInput {
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float4 position [[position]];
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float2 tile_position;
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float4 color [[flat]];
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};
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vertex MonochromeSpriteVertexOutput monochrome_sprite_vertex(
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uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
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constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
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constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
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constant Size_DevicePixels *viewport_size
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[[buffer(SpriteInputIndex_ViewportSize)]],
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constant Size_DevicePixels *atlas_size
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[[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
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float2 unit_vertex = unit_vertices[unit_vertex_id];
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MonochromeSprite sprite = sprites[sprite_id];
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float4 device_position =
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to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation, viewport_size);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
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sprite.content_mask.bounds);
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float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
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float4 color = hsla_to_rgba(sprite.color);
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return MonochromeSpriteVertexOutput{
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device_position,
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tile_position,
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color,
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{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
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}
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fragment float4 monochrome_sprite_fragment(
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MonochromeSpriteFragmentInput input [[stage_in]],
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constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
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texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
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constexpr sampler atlas_texture_sampler(mag_filter::linear,
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min_filter::linear);
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float4 sample =
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atlas_texture.sample(atlas_texture_sampler, input.tile_position);
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float4 color = input.color;
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color.a *= sample.a;
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return color;
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}
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struct PolychromeSpriteVertexOutput {
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float4 position [[position]];
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float2 tile_position;
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uint sprite_id [[flat]];
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float clip_distance [[clip_distance]][4];
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};
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struct PolychromeSpriteFragmentInput {
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float4 position [[position]];
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float2 tile_position;
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uint sprite_id [[flat]];
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};
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vertex PolychromeSpriteVertexOutput polychrome_sprite_vertex(
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uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
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constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
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constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
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constant Size_DevicePixels *viewport_size
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[[buffer(SpriteInputIndex_ViewportSize)]],
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constant Size_DevicePixels *atlas_size
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[[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
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float2 unit_vertex = unit_vertices[unit_vertex_id];
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PolychromeSprite sprite = sprites[sprite_id];
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float4 device_position =
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to_device_position(unit_vertex, sprite.bounds, viewport_size);
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float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
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sprite.content_mask.bounds);
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float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
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return PolychromeSpriteVertexOutput{
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device_position,
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tile_position,
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sprite_id,
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{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
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}
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fragment float4 polychrome_sprite_fragment(
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PolychromeSpriteFragmentInput input [[stage_in]],
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constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
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texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
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PolychromeSprite sprite = sprites[input.sprite_id];
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constexpr sampler atlas_texture_sampler(mag_filter::linear,
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min_filter::linear);
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float4 sample =
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atlas_texture.sample(atlas_texture_sampler, input.tile_position);
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float distance =
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quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
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float4 color = sample;
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if (sprite.grayscale) {
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float grayscale = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
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color.r = grayscale;
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color.g = grayscale;
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color.b = grayscale;
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}
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color.a *= saturate(0.5 - distance);
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return color;
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}
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struct PathRasterizationVertexOutput {
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float4 position [[position]];
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float2 st_position;
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float clip_rect_distance [[clip_distance]][4];
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};
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struct PathRasterizationFragmentInput {
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float4 position [[position]];
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float2 st_position;
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};
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vertex PathRasterizationVertexOutput path_rasterization_vertex(
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uint vertex_id [[vertex_id]],
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constant PathVertex_ScaledPixels *vertices
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[[buffer(PathRasterizationInputIndex_Vertices)]],
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constant Size_DevicePixels *atlas_size
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[[buffer(PathRasterizationInputIndex_AtlasTextureSize)]]) {
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PathVertex_ScaledPixels v = vertices[vertex_id];
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float2 vertex_position = float2(v.xy_position.x, v.xy_position.y);
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float2 viewport_size = float2(atlas_size->width, atlas_size->height);
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return PathRasterizationVertexOutput{
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float4(vertex_position / viewport_size * float2(2., -2.) +
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float2(-1., 1.),
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0., 1.),
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float2(v.st_position.x, v.st_position.y),
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{v.xy_position.x - v.content_mask.bounds.origin.x,
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v.content_mask.bounds.origin.x + v.content_mask.bounds.size.width -
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v.xy_position.x,
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v.xy_position.y - v.content_mask.bounds.origin.y,
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v.content_mask.bounds.origin.y + v.content_mask.bounds.size.height -
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v.xy_position.y}};
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}
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fragment float4 path_rasterization_fragment(PathRasterizationFragmentInput input
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[[stage_in]]) {
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float2 dx = dfdx(input.st_position);
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float2 dy = dfdy(input.st_position);
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float2 gradient = float2((2. * input.st_position.x) * dx.x - dx.y,
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(2. * input.st_position.x) * dy.x - dy.y);
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float f = (input.st_position.x * input.st_position.x) - input.st_position.y;
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float distance = f / length(gradient);
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float alpha = saturate(0.5 - distance);
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return float4(alpha, 0., 0., 1.);
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}
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struct PathSpriteVertexOutput {
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float4 position [[position]];
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float2 tile_position;
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float4 color [[flat]];
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};
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vertex PathSpriteVertexOutput path_sprite_vertex(
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uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
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constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
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constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
|
|
constant Size_DevicePixels *viewport_size
|
|
[[buffer(SpriteInputIndex_ViewportSize)]],
|
|
constant Size_DevicePixels *atlas_size
|
|
[[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
|
|
|
|
float2 unit_vertex = unit_vertices[unit_vertex_id];
|
|
PathSprite sprite = sprites[sprite_id];
|
|
// Don't apply content mask because it was already accounted for when
|
|
// rasterizing the path.
|
|
float4 device_position =
|
|
to_device_position(unit_vertex, sprite.bounds, viewport_size);
|
|
float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
|
|
float4 color = hsla_to_rgba(sprite.color);
|
|
return PathSpriteVertexOutput{device_position, tile_position, color};
|
|
}
|
|
|
|
fragment float4 path_sprite_fragment(
|
|
PathSpriteVertexOutput input [[stage_in]],
|
|
constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
|
|
texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
|
|
constexpr sampler atlas_texture_sampler(mag_filter::linear,
|
|
min_filter::linear);
|
|
float4 sample =
|
|
atlas_texture.sample(atlas_texture_sampler, input.tile_position);
|
|
float mask = 1. - abs(1. - fmod(sample.r, 2.));
|
|
float4 color = input.color;
|
|
color.a *= mask;
|
|
return color;
|
|
}
|
|
|
|
struct SurfaceVertexOutput {
|
|
float4 position [[position]];
|
|
float2 texture_position;
|
|
float clip_distance [[clip_distance]][4];
|
|
};
|
|
|
|
struct SurfaceFragmentInput {
|
|
float4 position [[position]];
|
|
float2 texture_position;
|
|
};
|
|
|
|
vertex SurfaceVertexOutput surface_vertex(
|
|
uint unit_vertex_id [[vertex_id]], uint surface_id [[instance_id]],
|
|
constant float2 *unit_vertices [[buffer(SurfaceInputIndex_Vertices)]],
|
|
constant SurfaceBounds *surfaces [[buffer(SurfaceInputIndex_Surfaces)]],
|
|
constant Size_DevicePixels *viewport_size
|
|
[[buffer(SurfaceInputIndex_ViewportSize)]],
|
|
constant Size_DevicePixels *texture_size
|
|
[[buffer(SurfaceInputIndex_TextureSize)]]) {
|
|
float2 unit_vertex = unit_vertices[unit_vertex_id];
|
|
SurfaceBounds surface = surfaces[surface_id];
|
|
float4 device_position =
|
|
to_device_position(unit_vertex, surface.bounds, viewport_size);
|
|
float4 clip_distance = distance_from_clip_rect(unit_vertex, surface.bounds,
|
|
surface.content_mask.bounds);
|
|
// We are going to copy the whole texture, so the texture position corresponds
|
|
// to the current vertex of the unit triangle.
|
|
float2 texture_position = unit_vertex;
|
|
return SurfaceVertexOutput{
|
|
device_position,
|
|
texture_position,
|
|
{clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
|
|
}
|
|
|
|
fragment float4 surface_fragment(SurfaceFragmentInput input [[stage_in]],
|
|
texture2d<float> y_texture
|
|
[[texture(SurfaceInputIndex_YTexture)]],
|
|
texture2d<float> cb_cr_texture
|
|
[[texture(SurfaceInputIndex_CbCrTexture)]]) {
|
|
constexpr sampler texture_sampler(mag_filter::linear, min_filter::linear);
|
|
const float4x4 ycbcrToRGBTransform =
|
|
float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
|
|
float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
|
|
float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
|
|
float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
|
|
float4 ycbcr = float4(
|
|
y_texture.sample(texture_sampler, input.texture_position).r,
|
|
cb_cr_texture.sample(texture_sampler, input.texture_position).rg, 1.0);
|
|
|
|
return ycbcrToRGBTransform * ycbcr;
|
|
}
|
|
|
|
float4 hsla_to_rgba(Hsla hsla) {
|
|
float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
|
|
float s = hsla.s;
|
|
float l = hsla.l;
|
|
float a = hsla.a;
|
|
|
|
float c = (1.0 - fabs(2.0 * l - 1.0)) * s;
|
|
float x = c * (1.0 - fabs(fmod(h, 2.0) - 1.0));
|
|
float m = l - c / 2.0;
|
|
|
|
float r = 0.0;
|
|
float g = 0.0;
|
|
float b = 0.0;
|
|
|
|
if (h >= 0.0 && h < 1.0) {
|
|
r = c;
|
|
g = x;
|
|
b = 0.0;
|
|
} else if (h >= 1.0 && h < 2.0) {
|
|
r = x;
|
|
g = c;
|
|
b = 0.0;
|
|
} else if (h >= 2.0 && h < 3.0) {
|
|
r = 0.0;
|
|
g = c;
|
|
b = x;
|
|
} else if (h >= 3.0 && h < 4.0) {
|
|
r = 0.0;
|
|
g = x;
|
|
b = c;
|
|
} else if (h >= 4.0 && h < 5.0) {
|
|
r = x;
|
|
g = 0.0;
|
|
b = c;
|
|
} else {
|
|
r = c;
|
|
g = 0.0;
|
|
b = x;
|
|
}
|
|
|
|
float4 rgba;
|
|
rgba.x = (r + m);
|
|
rgba.y = (g + m);
|
|
rgba.z = (b + m);
|
|
rgba.w = a;
|
|
return rgba;
|
|
}
|
|
|
|
float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
|
|
constant Size_DevicePixels *input_viewport_size) {
|
|
float2 position =
|
|
unit_vertex * float2(bounds.size.width, bounds.size.height) +
|
|
float2(bounds.origin.x, bounds.origin.y);
|
|
float2 viewport_size = float2((float)input_viewport_size->width,
|
|
(float)input_viewport_size->height);
|
|
float2 device_position =
|
|
position / viewport_size * float2(2., -2.) + float2(-1., 1.);
|
|
return float4(device_position, 0., 1.);
|
|
}
|
|
|
|
float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
|
|
TransformationMatrix transformation,
|
|
constant Size_DevicePixels *input_viewport_size) {
|
|
float2 position =
|
|
unit_vertex * float2(bounds.size.width, bounds.size.height) +
|
|
float2(bounds.origin.x, bounds.origin.y);
|
|
|
|
// Apply the transformation matrix to the position via matrix multiplication.
|
|
float2 transformed_position = float2(0, 0);
|
|
transformed_position[0] = position[0] * transformation.rotation_scale[0][0] + position[1] * transformation.rotation_scale[0][1];
|
|
transformed_position[1] = position[0] * transformation.rotation_scale[1][0] + position[1] * transformation.rotation_scale[1][1];
|
|
|
|
// Add in the translation component of the transformation matrix.
|
|
transformed_position[0] += transformation.translation[0];
|
|
transformed_position[1] += transformation.translation[1];
|
|
|
|
float2 viewport_size = float2((float)input_viewport_size->width,
|
|
(float)input_viewport_size->height);
|
|
float2 device_position =
|
|
transformed_position / viewport_size * float2(2., -2.) + float2(-1., 1.);
|
|
return float4(device_position, 0., 1.);
|
|
}
|
|
|
|
|
|
float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
|
|
constant Size_DevicePixels *atlas_size) {
|
|
float2 tile_origin = float2(tile.bounds.origin.x, tile.bounds.origin.y);
|
|
float2 tile_size = float2(tile.bounds.size.width, tile.bounds.size.height);
|
|
return (tile_origin + unit_vertex * tile_size) /
|
|
float2((float)atlas_size->width, (float)atlas_size->height);
|
|
}
|
|
|
|
float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
|
|
Corners_ScaledPixels corner_radii) {
|
|
float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
|
|
float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
|
|
float2 center_to_point = point - center;
|
|
float corner_radius;
|
|
if (center_to_point.x < 0.) {
|
|
if (center_to_point.y < 0.) {
|
|
corner_radius = corner_radii.top_left;
|
|
} else {
|
|
corner_radius = corner_radii.bottom_left;
|
|
}
|
|
} else {
|
|
if (center_to_point.y < 0.) {
|
|
corner_radius = corner_radii.top_right;
|
|
} else {
|
|
corner_radius = corner_radii.bottom_right;
|
|
}
|
|
}
|
|
|
|
float2 rounded_edge_to_point =
|
|
abs(center_to_point) - half_size + corner_radius;
|
|
float distance =
|
|
length(max(0., rounded_edge_to_point)) +
|
|
min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
|
|
corner_radius;
|
|
|
|
return distance;
|
|
}
|
|
|
|
// A standard gaussian function, used for weighting samples
|
|
float gaussian(float x, float sigma) {
|
|
return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
|
|
}
|
|
|
|
// This approximates the error function, needed for the gaussian integral
|
|
float2 erf(float2 x) {
|
|
float2 s = sign(x);
|
|
float2 a = abs(x);
|
|
x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
|
|
x *= x;
|
|
return s - s / (x * x);
|
|
}
|
|
|
|
float blur_along_x(float x, float y, float sigma, float corner,
|
|
float2 half_size) {
|
|
float delta = min(half_size.y - corner - abs(y), 0.);
|
|
float curved =
|
|
half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
|
|
float2 integral =
|
|
0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
|
|
return integral.y - integral.x;
|
|
}
|
|
|
|
float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
|
|
Bounds_ScaledPixels clip_bounds) {
|
|
float2 position =
|
|
unit_vertex * float2(bounds.size.width, bounds.size.height) +
|
|
float2(bounds.origin.x, bounds.origin.y);
|
|
return float4(position.x - clip_bounds.origin.x,
|
|
clip_bounds.origin.x + clip_bounds.size.width - position.x,
|
|
position.y - clip_bounds.origin.y,
|
|
clip_bounds.origin.y + clip_bounds.size.height - position.y);
|
|
}
|
|
|
|
float4 over(float4 below, float4 above) {
|
|
float4 result;
|
|
float alpha = above.a + below.a * (1.0 - above.a);
|
|
result.rgb =
|
|
(above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
|
|
result.a = alpha;
|
|
return result;
|
|
}
|