51 lines
1.7 KiB
Text
51 lines
1.7 KiB
Text
|
|
#version 460
|
|||
|
|
#extension GL_GOOGLE_include_directive : enable
|
|||
|
|
#include "ui-shared.glsl"
|
|||
|
|
|
|||
|
|
// One workgroup per 8×8 screen tile. Each thread owns one pixel and iterates
|
|||
|
|
// every QuadItem in order, accumulating into a local dst register, so item
|
|||
|
|
// order in the buffer == draw order on screen (later items overdraw earlier).
|
|||
|
|
layout(push_constant) uniform PC {
|
|||
|
|
UIDispatchHeader hdr;
|
|||
|
|
} pc;
|
|||
|
|
|
|||
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|||
|
|
|
|||
|
|
void main() {
|
|||
|
|
ivec2 screenPx;
|
|||
|
|
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
|
|||
|
|
|
|||
|
|
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
|
|||
|
|
vec2 sp = vec2(screenPx) + 0.5;
|
|||
|
|
|
|||
|
|
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
|
|||
|
|
QuadItem it = LoadQuadItem(pc.hdr.itemBuffer, i);
|
|||
|
|
|
|||
|
|
// Cheap pre-test against the item's axis-aligned rect.
|
|||
|
|
vec2 lo = it.rect.xy;
|
|||
|
|
vec2 hi = it.rect.xy + it.rect.zw;
|
|||
|
|
if (sp.x < lo.x || sp.y < lo.y) continue;
|
|||
|
|
if (sp.x >= hi.x || sp.y >= hi.y) continue;
|
|||
|
|
|
|||
|
|
vec2 halfSize = it.rect.zw * 0.5;
|
|||
|
|
vec2 p = sp - (it.rect.xy + halfSize);
|
|||
|
|
float d = uiSdRoundRect(p, halfSize, it.corners);
|
|||
|
|
|
|||
|
|
float bodyA = clamp(0.5 - d, 0.0, 1.0);
|
|||
|
|
if (bodyA <= 0.0 && it.outline.x <= 0.0) continue;
|
|||
|
|
|
|||
|
|
vec4 src = vec4(it.color.rgb, it.color.a * bodyA);
|
|||
|
|
|
|||
|
|
if (it.outline.x > 0.0) {
|
|||
|
|
float t = abs(d + it.outline.x * 0.5) - it.outline.x * 0.5;
|
|||
|
|
float outlineA = clamp(0.5 - t, 0.0, 1.0);
|
|||
|
|
src.rgb = mix(src.rgb, it.outline.yzw, outlineA);
|
|||
|
|
src.a = max(src.a, outlineA);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (src.a <= 0.0) continue;
|
|||
|
|
dst = uiBlendOver(dst, src);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
|
|||
|
|
}
|