//////////////////////////////////////////////////////////// //~ Rect shader ////////////////////////////// //- Vertex shader VertexShader(UI_DRectVS, UI_DRectPSInput) { UI_DParams params = G_Dereference(UI_ShaderConst_Params)[0]; StructuredBuffer rects = G_Dereference(params.rects); UI_DRect rect = rects[SV_InstanceID]; Vec2 rect_uv = RectUvFromVertexId(SV_VertexID); Vec2 tex_uv = lerp(rect.tex_slice_uv.p0, rect.tex_slice_uv.p1, rect_uv); Vec2 target_pos = lerp(rect.bounds.p0, rect.bounds.p1, rect_uv); UI_DRectPSInput result; result.sv_position = Vec4(NdcFromPos(target_pos, Vec2(params.target_size).xy), 0, 1); result.background_lin = rect.background_lin; result.border_lin = rect.border_lin; result.tint_lin = rect.tint_lin; result.rect_idx = SV_InstanceID; result.rect_uv = rect_uv; result.tex_uv = tex_uv; return result; } ////////////////////////////// //- Pixel shader PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input) { UI_DParams params = G_Dereference(UI_ShaderConst_Params)[0]; StructuredBuffer rects = G_Dereference(params.rects); SamplerState sampler = G_Dereference(params.sampler); UI_DRect rect = rects[input.rect_idx]; Vec2 p = input.sv_position.xy; Vec2 rect_uv = input.rect_uv; Vec2 p0 = rect.bounds.p0; Vec2 p1 = rect.bounds.p1; // Compute rect sdf (negative means pixel is inside of rect) f32 rect_dist = min(min(p.x - p0.x, p1.x - p.x), min(p.y - p0.y, p1.y - p.y)); { f32 tl_radius = rect.tl_rounding; f32 tr_radius = rect.tr_rounding; f32 br_radius = rect.br_rounding; f32 bl_radius = rect.bl_rounding; Vec2 tl = Vec2(p0.x + tl_radius, p0.y + tl_radius); Vec2 tr = Vec2(p1.x - tr_radius, p0.y + tr_radius); Vec2 br = Vec2(p1.x - br_radius, p1.y - br_radius); Vec2 bl = Vec2(p0.x + bl_radius, p1.y - bl_radius); if (p.x < tl.x && p.y < tl.y) { rect_dist = min(rect_dist, tl_radius - length(tl - p)); } if (p.x > tr.x && p.y < tr.y) { rect_dist = min(rect_dist, tr_radius - length(tr - p)); } if (p.x > br.x && p.y > br.y) { rect_dist = min(rect_dist, br_radius - length(br - p)); } if (p.x < bl.x && p.y > bl.y) { rect_dist = min(rect_dist, bl_radius - length(bl - p)); } } rect_dist = -rect_dist; // Compute border sdf (negative means pixel is inside of border) f32 border_width = 0; f32 border_dist = 0; Vec4 border_color = 0; { if (rect.border > 0) { border_width = rect.border; border_color = input.border_lin; } else { border_width = 0; border_color = input.background_lin; } border_dist = abs(rect_dist); if (rect_dist <= 0) { border_dist -= border_width; } } Vec4 final_color = 0; { // Background color if (G_IsRefNil(rect.tex)) { final_color = input.background_lin; } else { Texture2D tex = G_Dereference(rect.tex); final_color = tex.Sample(sampler, input.tex_uv); } final_color *= rect_dist <= 0; // Border color { f32 half_border_dist_fwidth = fwidth_fine(border_dist) * 0.5; f32 border_alpha = smoothstep(half_border_dist_fwidth, -half_border_dist_fwidth, border_dist); final_color = lerp(final_color, border_color, border_alpha); } // Tint final_color *= input.tint_lin; // Debug color if (UI_ShaderConst_DebugDraw) { final_color = rect.debug_lin; } } UI_DRectPSOutput output; output.sv_target0 = final_color; return output; } //////////////////////////////////////////////////////////// //~ Blit shader ////////////////////////////// //- Vertex shader VertexShader(UI_BlitVS, UI_BlitPSInput) { Vec2 uv = RectUvFromVertexId(SV_VertexID); UI_BlitPSInput result; result.sv_position = Vec4(NdcFromUv(uv).xy, 0, 1); result.src_uv = uv; return result; } ////////////////////////////// //- Pixel shader PixelShader(UI_BlitPS, UI_BlitPSOutput, UI_BlitPSInput input) { UI_DParams params = G_Dereference(UI_ShaderConst_Params)[0]; Texture2D tex = G_Dereference(params.target_ro); SamplerState sampler = G_Dereference(params.sampler); Vec2 uv = input.src_uv; Vec4 result = tex.Sample(sampler, uv); UI_BlitPSOutput output; output.sv_target0 = result; return output; }