Files
Graphite/desktop/src/render/composite_shader.wgsl
T
Timon 34a8b9b6f1 Desktop: Render overlays with vello (#2965)
* Render overlays with vello

* Fix nix flake comments

* Rendering refactor with better names and code location

* Remove unnecessary overlay renders

* Post rebase fix
2025-08-02 14:27:24 +00:00

70 lines
1.6 KiB
WebGPU Shading Language

struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let pos = array(
// 1st triangle
vec2f( -1.0, -1.0), // center
vec2f( 1.0, -1.0), // right, center
vec2f( -1.0, 1.0), // center, top
// 2nd triangle
vec2f( -1.0, 1.0), // center, top
vec2f( 1.0, -1.0), // right, center
vec2f( 1.0, 1.0), // right, top
);
let xy = pos[vertex_index];
out.clip_position = vec4f(xy , 0.0, 1.0);
let coords = (xy / 2. + 0.5);
out.tex_coords = vec2f(coords.x, 1. - coords.y);
return out;
}
struct Constants {
viewport_scale: vec2<f32>,
viewport_offset: vec2<f32>,
};
var<push_constant> constants: Constants;
@group(0) @binding(0)
var t_viewport: texture_2d<f32>;
@group(0) @binding(1)
var t_overlays: texture_2d<f32>;
@group(0) @binding(2)
var t_ui: texture_2d<f32>;
@group(0) @binding(3)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let ui = textureSample(t_ui, s_diffuse, in.tex_coords);
if (ui.a >= 0.999) {
return ui;
}
let vp_cord = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
let ov = textureSample(t_overlays, s_diffuse, vp_cord);
let vp = textureSample(t_viewport, s_diffuse, vp_cord);
if (ov.a < 0.001) {
return blend(ui, vp);
}
let comp = blend(ov, vp);
return blend(ui, comp);
}
fn blend(fg: vec4<f32>, bg: vec4<f32>) -> vec4<f32> {
let a = fg.a + bg.a * (1.0 - fg.a);
let rgb = fg.rgb * fg.a + bg.rgb * bg.a * (1.0 - fg.a);
return vec4<f32>(rgb, a);
}