1import bevy_render::view::View;3const TEXTURED = 1u;4const RIGHT_VERTEX = 2u;5const BOTTOM_VERTEX = 4u;6// must align with BORDER_* shader_flags from bevy_ui/render/mod.rs7const BORDER_LEFT: u32 = 256u;8const BORDER_TOP: u32 = 512u;9const BORDER_RIGHT: u32 = 1024u;10const BORDER_BOTTOM: u32 = 2048u;11const BORDER_ANY: u32 = BORDER_LEFT + BORDER_TOP + BORDER_RIGHT + BORDER_BOTTOM;12const INVERT: u32 = 4096u;14fn enabled(flags: u32, mask: u32) -> bool {15 return (flags & mask) != 0u;16}18@group(0) @binding(0) var<uniform> view: View;20struct VertexOutput {21 @location(0) uv: vec2<f32>,22 @location(1) color: vec4<f32>,24 @location(2) @interpolate(flat) size: vec2<f32>,25 @location(3) @interpolate(flat) flags: u32,26 @location(4) @interpolate(flat) radius_x: vec4<f32>,27 @location(5) @interpolate(flat) radius_y: vec4<f32>,28 @location(6) @interpolate(flat) border: vec4<f32>,30 /// Position relative to the center of the rectangle.31 @location(7) 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_x: vec4<f32>,44 @location(5) radius_y: vec4<f32>,46 /// x: left, y: top, z: right, w: bottom.47 @location(6) border: vec4<f32>,48 @location(7) size: vec2<f32>,49 @location(8) point: vec2<f32>,50) -> VertexOutput {51 var out: VertexOutput;52 out.uv = vertex_uv;53 out.position = view.clip_from_world * vec4(vertex_position, 1.0);54 out.color = vertex_color;55 out.flags = flags;56 out.radius_x = radius_x;57 out.radius_y = radius_y;58 out.size = size;59 out.border = border;60 out.point = point;62 return out;63}65@group(1) @binding(0) var sprite_texture: texture_2d<f32>;66@group(1) @binding(1) var sprite_sampler: sampler;69/// Returns the radius of the corner closest to the given point.70///71/// Arguments:72/// - `point` -> The point used to choose the closest corner.73/// - `corner_radii_x` -> The horizontal radius of each rounded corner.74/// - `corner_radii_y` -> The vertical radius of each rounded corner.75/// Both ordered x: top left, y: top right, z: bottom right, w: bottom left.76fn select_corner_radius(77 point: vec2<f32>,78 corner_radii_x: vec4<f32>,79 corner_radii_y: vec4<f32>,80) -> vec2<f32> {81 // If 0.0 < y then select bottom left (w) and bottom right corner radius (z).82 // Else select top left (x) and top right corner radius (y).83 let rxs = select(corner_radii_x.xy, corner_radii_x.wz, 0.0 < point.y);84 let rys = select(corner_radii_y.xy, corner_radii_y.wz, 0.0 < point.y);85 // w and z are swapped above so that both pairs are in left to right order, otherwise this second86 // select statement would return the incorrect value for the bottom pair.87 return vec2(select(rxs.x, rxs.y, 0.0 < point.x), select(rys.x, rys.y, 0.0 < point.x));88}90/// The returned value is the shortest distance from the given point to the boundary of the rounded91/// box.92///93/// Negative values indicate that the point is inside the rounded box, positive values that the point94/// is outside, and zero is exactly on the boundary.95///96/// Arguments:97/// - `point` -> The function will return the distance from this point to the closest point on98/// the boundary.99/// - `size` -> The maximum width and height of the box.100/// - `corner_radii_x` -> The horizontal semi-axis of each rounded corner. Ordered counter clockwise starting top left.101/// - `corner_radii_y` -> The vertical semi-axis of each rounded corner. Ordered counter clockwise starting top left.102fn sd_rounded_box(103 point: vec2<f32>,104 size: vec2<f32>,105 corner_radii_x: vec4<f32>,106 corner_radii_y: vec4<f32>,107) -> f32 {108 let radius = select_corner_radius(point, corner_radii_x, corner_radii_y);109 // Vector from the corner closest to the point, to the point.110 let corner_to_point = abs(point) - 0.5 * size;111 let straight_distance = max(corner_to_point.x, corner_to_point.y);112 if min(radius.x, radius.y) <= 0.0 {113 return straight_distance;114 }115 // Vector from the center of the corner ellipse to the point.116 let q = corner_to_point + radius;117 let edge_distance = max(q.x - radius.x, q.y - radius.y);118 let inv_radii_sq = 1.0 / (radius * radius);119 let corner_distance = distance_to_ellipse_approx(q, inv_radii_sq, 1.0);120 return select(edge_distance, corner_distance, q.x > 0.0 && q.y > 0.0);121}123fn sd_inset_rounded_box(124 point: vec2<f32>,125 size: vec2<f32>,126 radius_x: vec4<f32>,127 radius_y: vec4<f32>,128 inset: vec4<f32>,129) -> f32 {130 let inner_size = size - inset.xy - inset.zw;131 let inner_center = inset.xy + 0.5 * inner_size - 0.5 * size;132 let inner_point = point - inner_center;134 var rx = radius_x;135 var ry = radius_y;137 // Top left corner.138 rx.x = rx.x - inset.x;139 ry.x = ry.x - inset.y;141 // Top right corner.142 rx.y = rx.y - inset.z;143 ry.y = ry.y - inset.y;145 // Bottom right corner.146 rx.z = rx.z - inset.z;147 ry.z = ry.z - inset.w;149 // Bottom left corner.150 rx.w = rx.w - inset.x;151 ry.w = ry.w - inset.w;153 let half_size = inner_size * 0.5;155 rx = min(max(rx, vec4(0.0)), vec4<f32>(half_size.x));156 ry = min(max(ry, vec4(0.0)), vec4<f32>(half_size.y));157 let is_zero_radius = min(rx, ry) <= vec4(0.0);158 rx = select(rx, vec4(0.0), is_zero_radius);159 ry = select(ry, vec4(0.0), is_zero_radius);161 return sd_rounded_box(inner_point, inner_size, rx, ry);162}164fn nearest_border_active(point_vs_mid: vec2<f32>, size: vec2<f32>, width: vec4<f32>, flags: u32) -> bool {165 if (flags & BORDER_ANY) == BORDER_ANY {166 return true;167 }169 // get point vs top left170 let point = clamp(point_vs_mid + size * 0.49999, vec2(0.0), size);172 let left = point.x / width.x;173 let top = point.y / width.y;174 let right = (size.x - point.x) / width.z;175 let bottom = (size.y - point.y) / width.w;177 let min_dist = min(min(left, top), min(right, bottom));179 return (enabled(flags, BORDER_LEFT) && min_dist == left) ||180 (enabled(flags, BORDER_TOP) && min_dist == top) ||181 (enabled(flags, BORDER_RIGHT) && min_dist == right) ||182 (enabled(flags, BORDER_BOTTOM) && min_dist == bottom);183}185/// get alpha for antialiasing for sdf186fn antialias(distance: f32) -> f32 {187 // Using the fwidth(distance) was causing artifacts, so just use the distance.188 return saturate(0.5 - distance);189}191fn draw_uinode_border(192 color: vec4<f32>,193 point: vec2<f32>,194 size: vec2<f32>,195 radius_x: vec4<f32>,196 radius_y: vec4<f32>,197 border: vec4<f32>,198 flags: u32,199) -> vec4<f32> {200 // Signed distances. The magnitude is the distance of the point from the edge of the shape.201 // * Negative values indicate that the point is inside the shape.202 // * Zero values indicate the point is on the edge of the shape.203 // * Positive values indicate the point is outside the shape.205 // Signed distance from the exterior boundary.206 let external_distance = sd_rounded_box(point, size, radius_x, radius_y);208 // Signed distance from the border's internal edge (the signed distance is negative if the point209 // is inside the rect but not on the border).210 // If the border size is set to zero, this is the same as the external distance.211 let internal_distance = sd_inset_rounded_box(point, size, radius_x, radius_y, border);213 // Signed distance from the border (the intersection of the rect with its border).214 // Points inside the border have negative signed distance. Any point outside the border, whether215 // outside the outside edge, or inside the inner edge have positive signed distance.216 let border_distance = max(external_distance, -internal_distance);218 // check if this node should apply color for the nearest border219 let nearest_border = select(0.0, 1.0, nearest_border_active(point, size, border, flags));221 @if(ANTI_ALIAS)222 // At external edges with no border, `border_distance` is equal to zero.223 // This select statement ensures we only perform anti-aliasing where a non-zero width border224 // is present, otherwise an outline about the external boundary would be drawn even without225 // a border.226 let t = select(1.0 - step(0.0, border_distance), antialias(border_distance), external_distance < internal_distance);227 @else228 let t = 1.0 - step(0.0, border_distance);230 // Blend mode ALPHA_BLENDING is used for UI elements, so we don't premultiply alpha here.231 return vec4(color.rgb, saturate(color.a * t * nearest_border));232}234fn draw_uinode_background(235 color: vec4<f32>,236 point: vec2<f32>,237 size: vec2<f32>,238 radius_x: vec4<f32>,239 radius_y: vec4<f32>,240 border: vec4<f32>,241 flags: u32,242) -> vec4<f32> {243 // When drawing the background only draw the internal area and not the border.244 let internal_distance = sd_inset_rounded_box(point, size, radius_x, radius_y, border) * select(1., -1, enabled(flags, INVERT));246 @if(ANTI_ALIAS)247 let t = antialias(internal_distance);248 @else249 let t = 1.0 - step(0.0, internal_distance);251 return vec4(color.rgb, saturate(color.a * t));252}254@fragment255fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {256 let texture_color = textureSample(sprite_texture, sprite_sampler, in.uv);258 // Only use the color sampled from the texture if the `TEXTURED` flag is enabled.259 // This allows us to draw both textured and untextured shapes together in the same batch.260 let color = select(in.color, in.color * texture_color, enabled(in.flags, TEXTURED));262 if enabled(in.flags, BORDER_ANY) {263 return draw_uinode_border(color, in.point, in.size, in.radius_x, in.radius_y, in.border, in.flags);264 } else {265 return draw_uinode_background(color, in.point, in.size, in.radius_x, in.radius_y, in.border, in.flags);266 }267}269/// One iteration of Newton's method on the 2D equation of an ellipse:270///271/// E(x, y) = x^2/a^2 + y^2/b^2 - 1272///273/// The Jacobian of this equation is:274///275/// J(E(x, y)) = [ 2*x/a^2 2*y/b^2 ]276///277/// We approximate the distance with:278///279/// E(x, y) / ||J(E(x, y))||280///281/// See G. Taubin, "Distance Approximations for Rasterizing Implicit282/// Curves", section 3.283///284/// A scale relative to the unit scale of the ellipse may be passed in to cause285/// the math to degenerate to length(p) when scale is 0, or otherwise give the286/// normal distance approximation if scale is 1.287fn distance_to_ellipse_approx(p: vec2<f32>, inv_radii_sq: vec2<f32>, scale: f32) -> f32 {288 let p_r = p * inv_radii_sq;289 let g = dot(p, p_r) - scale;290 let dG = (1.0 + scale) * p_r;291 return g * inverseSqrt(dot(dG, dG));292}