1#define_import_path bevy_ui::ui_node3#import bevy_render::view::View5const TEXTURED = 1u;6const RIGHT_VERTEX = 2u;7const BOTTOM_VERTEX = 4u;8// must align with BORDER_* shader_flags from bevy_ui/render/mod.rs9const BORDER_LEFT: u32 = 256u;10const BORDER_TOP: u32 = 512u;11const BORDER_RIGHT: u32 = 1024u;12const BORDER_BOTTOM: u32 = 2048u;13const BORDER_ANY: u32 = BORDER_LEFT + BORDER_TOP + BORDER_RIGHT + BORDER_BOTTOM;15fn enabled(flags: u32, mask: u32) -> bool {16 return (flags & mask) != 0u;17}19@group(0) @binding(0) var<uniform> view: View;21struct VertexOutput {22 @location(0) uv: vec2<f32>,23 @location(1) color: vec4<f32>,25 @location(2) @interpolate(flat) size: vec2<f32>,26 @location(3) @interpolate(flat) flags: u32,27 @location(4) @interpolate(flat) radius: vec4<f32>, 28 @location(5) @interpolate(flat) border: vec4<f32>, 30 // Position relative to the center of the rectangle.31 @location(6) point: vec2<f32>,32 @builtin(position) position: vec4<f32>,33};35@vertex36fn vertex(37 @location(0) vertex_position: vec3<f32>,38 @location(1) vertex_uv: vec2<f32>,39 @location(2) vertex_color: vec4<f32>,40 @location(3) flags: u32,42 // x: top left, y: top right, z: bottom right, w: bottom left.43 @location(4) radius: vec4<f32>,45 // x: left, y: top, z: right, w: bottom.46 @location(5) border: vec4<f32>,47 @location(6) size: vec2<f32>,48 @location(7) point: vec2<f32>,49) -> VertexOutput {50 var out: VertexOutput;51 out.uv = vertex_uv;52 out.position = view.clip_from_world * vec4(vertex_position, 1.0);53 out.color = vertex_color;54 out.flags = flags;55 out.radius = radius;56 out.size = size;57 out.border = border;58 out.point = point;60 return out;61}63@group(1) @binding(0) var sprite_texture: texture_2d<f32>;64@group(1) @binding(1) var sprite_sampler: sampler;66// The returned value is the shortest distance from the given point to the boundary of the rounded 67// box.68// 69// Negative values indicate that the point is inside the rounded box, positive values that the point 70// is outside, and zero is exactly on the boundary.71//72// Arguments: 73// - `point` -> The function will return the distance from this point to the closest point on 74// the boundary.75// - `size` -> The maximum width and height of the box.76// - `corner_radii` -> The radius of each rounded corner. Ordered counter clockwise starting 77// top left:78// x: top left, y: top right, z: bottom right, w: bottom left.79fn sd_rounded_box(point: vec2<f32>, size: vec2<f32>, corner_radii: vec4<f32>) -> f32 {80 // If 0.0 < y then select bottom left (w) and bottom right corner radius (z).81 // Else select top left (x) and top right corner radius (y).82 let rs = select(corner_radii.xy, corner_radii.wz, 0.0 < point.y);83 // w and z are swapped above so that both pairs are in left to right order, otherwise this second 84 // select statement would return the incorrect value for the bottom pair.85 let radius = select(rs.x, rs.y, 0.0 < point.x);86 // Vector from the corner closest to the point, to the point.87 let corner_to_point = abs(point) - 0.5 * size;88 // Vector from the center of the radius circle to the point.89 let q = corner_to_point + radius;90 // Length from center of the radius circle to the point, zeros a component if the point is not 91 // within the quadrant of the radius circle that is part of the curved corner.92 let l = length(max(q, vec2(0.0)));93 let m = min(max(q.x, q.y), 0.0);94 return l + m - radius;95}97fn sd_inset_rounded_box(point: vec2<f32>, size: vec2<f32>, radius: vec4<f32>, inset: vec4<f32>) -> f32 {98 let inner_size = size - inset.xy - inset.zw;99 let inner_center = inset.xy + 0.5 * inner_size - 0.5 * size;100 let inner_point = point - inner_center;102 var r = radius;104 // Top left corner.105 r.x = r.x - max(inset.x, inset.y);107 // Top right corner.108 r.y = r.y - max(inset.z, inset.y);110 // Bottom right corner.111 r.z = r.z - max(inset.z, inset.w); 113 // Bottom left corner.114 r.w = r.w - max(inset.x, inset.w);116 let half_size = inner_size * 0.5;117 let min_size = min(half_size.x, half_size.y);119 r = min(max(r, vec4(0.0)), vec4<f32>(min_size));121 return sd_rounded_box(inner_point, inner_size, r);122}124fn nearest_border_active(point_vs_mid: vec2<f32>, size: vec2<f32>, width: vec4<f32>, flags: u32) -> bool {125 if (flags & BORDER_ANY) == BORDER_ANY {126 return true;127 }129 // get point vs top left130 let point = clamp(point_vs_mid + size * 0.49999, vec2(0.0), size);132 let left = point.x / width.x;133 let top = point.y / width.y;134 let right = (size.x - point.x) / width.z;135 let bottom = (size.y - point.y) / width.w;137 let min_dist = min(min(left, top), min(right, bottom));139 return (enabled(flags, BORDER_LEFT) && min_dist == left) ||140 (enabled(flags, BORDER_TOP) && min_dist == top) || 141 (enabled(flags, BORDER_RIGHT) && min_dist == right) || 142 (enabled(flags, BORDER_BOTTOM) && min_dist == bottom);143}145// get alpha for antialiasing for sdf146fn antialias(distance: f32) -> f32 {147 // Using the fwidth(distance) was causing artifacts, so just use the distance.148 return saturate(0.5 - distance);149}151fn draw_uinode_border(152 color: vec4<f32>,153 point: vec2<f32>,154 size: vec2<f32>,155 radius: vec4<f32>,156 border: vec4<f32>,157 flags: u32,158) -> vec4<f32> {159 // Signed distances. The magnitude is the distance of the point from the edge of the shape.160 // * Negative values indicate that the point is inside the shape.161 // * Zero values indicate the point is on the edge of the shape.162 // * Positive values indicate the point is outside the shape.164 // Signed distance from the exterior boundary.165 let external_distance = sd_rounded_box(point, size, radius);167 // Signed distance from the border's internal edge (the signed distance is negative if the point 168 // is inside the rect but not on the border).169 // If the border size is set to zero, this is the same as the external distance.170 let internal_distance = sd_inset_rounded_box(point, size, radius, border);172 // Signed distance from the border (the intersection of the rect with its border).173 // Points inside the border have negative signed distance. Any point outside the border, whether 174 // outside the outside edge, or inside the inner edge have positive signed distance.175 let border_distance = max(external_distance, -internal_distance);177 // check if this node should apply color for the nearest border178 let nearest_border = select(0.0, 1.0, nearest_border_active(point, size, border, flags));180#ifdef ANTI_ALIAS181 // At external edges with no border, `border_distance` is equal to zero. 182 // This select statement ensures we only perform anti-aliasing where a non-zero width border 183 // is present, otherwise an outline about the external boundary would be drawn even without 184 // a border.185 let t = select(1.0 - step(0.0, border_distance), antialias(border_distance), external_distance < internal_distance);186#else187 let t = 1.0 - step(0.0, border_distance);188#endif190 // Blend mode ALPHA_BLENDING is used for UI elements, so we don't premultiply alpha here.191 return vec4(color.rgb, saturate(color.a * t * nearest_border));192}194fn draw_uinode_background(195 color: vec4<f32>,196 point: vec2<f32>,197 size: vec2<f32>,198 radius: vec4<f32>,199 border: vec4<f32>,200) -> vec4<f32> {201 // When drawing the background only draw the internal area and not the border.202 let internal_distance = sd_inset_rounded_box(point, size, radius, border);204#ifdef ANTI_ALIAS205 let t = antialias(internal_distance);206#else207 let t = 1.0 - step(0.0, internal_distance);208#endif210 return vec4(color.rgb, saturate(color.a * t));211}213@fragment214fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {215 let texture_color = textureSample(sprite_texture, sprite_sampler, in.uv);217 // Only use the color sampled from the texture if the `TEXTURED` flag is enabled. 218 // This allows us to draw both textured and untextured shapes together in the same batch.219 let color = select(in.color, in.color * texture_color, enabled(in.flags, TEXTURED));221 if enabled(in.flags, BORDER_ANY) {222 return draw_uinode_border(color, in.point, in.size, in.radius, in.border, in.flags);223 } else {224 return draw_uinode_background(color, in.point, in.size, in.radius, in.border);225 }226}