Added radialbar shader
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d294ca4974
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) anchor: u32,
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@location(3) position: vec2<f32>,
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@location(4) diameter: f32,
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@location(5) stroke: f32,
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@location(6) angle: f32,
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@location(7) color: vec4<f32>,
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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(2) center: vec2<f32>,
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@location(3) diameter: f32,
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@location(4) stroke: f32,
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@location(5) angle: f32,
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@location(6) color: vec4<f32>,
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};
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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@vertex
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fn vertex_main(
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.position = vec4(vertex.position, 1.0);
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out.diameter = instance.diameter;
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out.stroke = instance.stroke;
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out.color = instance.color;
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out.angle = instance.angle;
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// Center of this radial bar, in logical pixels,
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// with (0, 0) at the center of the screen.
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if instance.anchor == u32(0) {
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out.center = instance.position + (
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(global_data.window_size / global_data.window_scale.x)
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- vec2(instance.diameter, instance.diameter)
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) / 2.0;
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} else {
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out.center = vec2(0.0, 0.0);
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}
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return out;
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// Fragment position in logical pixels, relative to arc center
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let p = (
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vec2(1.0, -1.0) *
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(in.position.xy - global_data.window_size / 2.0) /
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global_data.window_scale.x
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) - in.center;
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let bar_width = in.stroke; // Width of filled bar
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let bar_radius = in.diameter / 2.0 - bar_width / 2.0; // Middle radius of the bar
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let angle = in.angle - floor(in.angle / 6.283) * 6.28318; // Sanely handle large angles (fmod(angle, 2pi))
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let zero_vector = vec2(0.0, 1.0); // Draw bar clockwise from this vector
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let frag_radius = distance(vec2(0.0, 0.0), p); // Radius of this fragment
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let feather = 2.0; // Size of feather, in logical pixels
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// Clockwise angle between zero_vector and fragment location
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let frag_angle = atan2(
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p.y*zero_vector.x - p.x*zero_vector.y,
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-dot(p, zero_vector)
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) + 3.14159;
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// Line fill & feather
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if abs(frag_radius - bar_radius) <= bar_width / 2.0 && frag_angle <= angle {
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let x = (abs(frag_radius - bar_radius) - (bar_width/2.0 - feather)) / feather;
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return in.color * vec4(1.0, 1.0, 1.0, clamp(1.0 - x, 0.0, 1.0));
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}
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// Round cap centers
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let cap_start_center = zero_vector * (in.diameter / 2.0 - (bar_width / 2.0));
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let cap_end_center = mat2x2(
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vec2(cos(-angle), sin(-angle)),
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vec2(-sin(-angle), cos(-angle))
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) * cap_start_center;
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// Cap fill & feather
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let cap_start_d = distance(p, cap_start_center);
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let cap_end_d = distance(p, cap_end_center);
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if (
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cap_start_d <= bar_width / 2.0 ||
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cap_end_d <= bar_width / 2.0
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) {
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let x = (
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min(cap_start_d, cap_end_d)
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- (bar_width/2.0 - feather)
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) / feather;
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return in.color * vec4(1.0, 1.0, 1.0, clamp(1.0 - x, 0.0, 1.0));
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}
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discard;
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}
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