#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); }