Crafter.Graphics/shaders/ui-quads.comp.glsl

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GLSL
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#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);
}