Files
amane-config/src/surface.wgsl
T
server2 3de3709871 Performance: surfaces, the candle ring and the equalizer curve as shaders, the pill's bars as quads; tools/perf.sh
A playing pill cost the iGPU about 2.9 ms and the CPU 3.7 ms a frame, 60 frames a
second: two vello passes over the whole island window for the surface's shadow and
gradients (vello keeps no gradient between frames) and one for the bars. Now 0.4 ms
GPU and 1.2 ms CPU. The open card went from 5.2 to 2.6 ms GPU and 6.2 to 3.4 ms CPU
a frame. surface.wgsl draws every design's shadow, fill and inner gradient in one
pass, with vello's own blurred-rectangle formula
2026-10-19 13:00:46 +02:00

149 lines
5.5 KiB
WebGPU Shading Language

// a surface in one pass: its drop shadow, its gradient fill and a second gradient just
// inside the rim (frosted's sheen, liquid's lit edge), shaped by the rounded outline
// worked out here rather than by a path, so amane lays it straight onto the window
// without a layer of its own. surface.rs fills the values:
// 0: shape width, height, corner radius, margin (room around the shape for the shadow)
// 1: shadow colour, its alpha already scaled by the shadow's strength
// 2: shadow deviation, its x and y offset, the inset of the inner gradient
// 3: fill angle, inner angle, fill stops (up to 3), inner stops (0 to 5)
// 4-6: fill colours, 7: their offsets
// 8-12: inner colours, 13: offsets of the first four, 14.x: the fifth's
// colours are plain (not premultiplied), 0 to 1. the shadow follows vello's own
// blurred rounded rectangle, the gradients amane's linear ones, so it looks the same
// vello's error function approximation (raphlinus.github.io, blurred rounded rects)
fn erf7(x: f32) -> f32 {
let y = clamp(x * 1.1283791671, -100.0, 100.0);
let yy = y * y;
let z = y + (0.24295 + (0.03395 + 0.0104 * yy) * yy) * (y * yy);
return z / sqrt(1.0 + z * z);
}
// vello's blurred rounded rectangle at p, from its centre
fn shadow(p: vec2<f32>, w: f32, h: f32, radius: f32, deviation: f32) -> f32 {
let s = max(deviation, 1e-5);
let inv = 1.0 / s;
let min_edge = min(w, h);
let radius_max = 0.5 * min_edge;
let r0 = min(length(vec2<f32>(radius, s * 1.15)), radius_max);
let r1 = min(length(vec2<f32>(radius, s * 2.0)), radius_max);
let exponent = 2.0 * r1 / r0;
let delta = 1.25 * s * (exp(-pow(0.5 * inv * w, 2.0)) - exp(-pow(0.5 * inv * h, 2.0)));
let width = w + min(delta, 0.0);
let height = h - max(delta, 0.0);
let scale = 0.5 * erf7(inv * 0.5 * (max(width, height) - 0.5 * radius));
let y0 = abs(p.y) - (height * 0.5 - r1);
let x0 = abs(p.x) - (width * 0.5 - r1);
let d_pos = pow(pow(max(x0, 0.0), exponent) + pow(max(y0, 0.0), exponent), 1.0 / exponent);
let d = d_pos + min(max(x0, y0), 0.0) - r1;
return scale * (erf7(inv * (min_edge + d)) - erf7(inv * d));
}
// signed distance to a rounded rectangle centred on 0, negative inside
fn rounded(p: vec2<f32>, half: vec2<f32>, radius: f32) -> f32 {
let r = min(radius, min(half.x, half.y));
let q = abs(p) - half + vec2<f32>(r);
return length(max(q, vec2<f32>(0.0))) + min(max(q.x, q.y), 0.0) - r;
}
// how much of a pixel `pixel` wide the shape covers at distance d
fn cover(d: f32, pixel: f32) -> f32 {
return clamp(0.5 - d / pixel, 0.0, 1.0);
}
// where p falls along amane's linear gradient over a box at `origin`, 0 to 1:
// a line through the centre, 0 degrees pointing up, long enough to reach the corners
fn along(p: vec2<f32>, origin: vec2<f32>, extent: vec2<f32>, angle: f32) -> f32 {
let a = radians(angle);
let direction = vec2<f32>(sin(a), -cos(a));
let half_length = (extent.x * abs(direction.x) + extent.y * abs(direction.y)) / 2.0;
return clamp(0.5 + dot(p - origin - extent / 2.0, direction) / max(2.0 * half_length, 1e-5), 0.0, 1.0);
}
fn premultiplied(c: vec4<f32>) -> vec4<f32> {
return vec4<f32>(c.rgb * c.a, c.a);
}
// the fill's colour at t, premultiplied; stops past the last repeat it
fn fill_color(t: f32) -> vec4<f32> {
let count = u32(values[3].z);
var color = premultiplied(values[4]);
for (var i = 1u; i < count; i++) {
let lo = values[7][i - 1u];
let hi = values[7][i];
let k = clamp((t - lo) / max(hi - lo, 1e-5), 0.0, 1.0);
color = select(color, mix(premultiplied(values[3u + i]), premultiplied(values[4u + i]), k), t > lo);
}
return color;
}
fn inner_offset(i: u32) -> f32 {
return select(values[13][min(i, 3u)], values[14].x, i == 4u);
}
fn inner_color(t: f32) -> vec4<f32> {
let count = u32(values[3].w);
var color = premultiplied(values[8]);
for (var i = 1u; i < count; i++) {
let lo = inner_offset(i - 1u);
let hi = inner_offset(i);
let k = clamp((t - lo) / max(hi - lo, 1e-5), 0.0, 1.0);
color = select(color, mix(premultiplied(values[7u + i]), premultiplied(values[8u + i]), k), t > lo);
}
return color;
}
@fragment
fn main(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let shape = values[0];
let margin = shape.w;
let extent = shape.xy;
// this pixel, from the shape's top left corner
let p = uv * size - vec2<f32>(margin);
let pixel = max(fwidth(p.x), 1e-4);
let centre = extent / 2.0;
// the shadow, under everything
let offset = values[2].yz;
let shade = shadow(p - centre - offset, extent.x, extent.y, shape.z, values[2].x);
var color = premultiplied(vec4<f32>(values[1].rgb, values[1].a * shade));
// the fill over it
let inside = cover(rounded(p - centre, centre, shape.z), pixel);
let fill = fill_color(along(p, vec2<f32>(0.0), extent, values[3].x)) * inside;
color = fill + color * (1.0 - fill.a);
// the inner gradient, inset from the rim by values[2].w
if values[3].w > 0.0 {
let inset = values[2].w;
let inner = extent - vec2<f32>(2.0 * inset);
let within = cover(rounded(p - centre, inner / 2.0, max(shape.z - inset, 0.0)), pixel);
let light = inner_color(along(p, vec2<f32>(inset), inner, values[3].y)) * within;
color = light + color * (1.0 - light.a);
}
// amane blends a plain colour over the window
if color.a <= 0.0 {
return vec4<f32>(0.0);
}
return vec4<f32>(color.rgb / color.a, color.a);
}