forked from 1b-agent/opencadstudio-upstream
Keep adaptive sampling in both text shaders with compact sampling loops. Validate shader derivatives and existing text rendering, including GPU pipeline creation. Closes #964
90 lines
3.6 KiB
WebGPU Shading Language
90 lines
3.6 KiB
WebGPU Shading Language
// SDF text-quad shader. One quad per glyph, sampling the single-channel SDF
|
|
// glyph atlas (built by scene::text::sdf_atlas). The atlas stores the glyph
|
|
// edge at value 0.5; screen-space derivatives antialias it at any zoom, so no
|
|
// per-size glyph baking or text LOD is needed.
|
|
|
|
// ── Bind group 0: shared projection uniforms ─────────────────────────────────
|
|
// Must match the shared `Uniforms` struct (scene::pipeline::uniforms, 112 B).
|
|
struct Uniforms {
|
|
viewport_size: vec2<f32>,
|
|
world_per_pixel: f32,
|
|
lwdisplay_enable: f32,
|
|
flat_shade: f32,
|
|
transparency_enable: f32,
|
|
_pad: vec2<f32>,
|
|
// Relative-to-eye (double-single): see wire.wgsl.
|
|
view_rot: mat4x4<f32>,
|
|
eye_high: vec3<f32>,
|
|
_pad_eh: f32,
|
|
eye_low: vec3<f32>,
|
|
_pad_el: f32,
|
|
};
|
|
|
|
@group(0) @binding(0) var<uniform> u: Uniforms;
|
|
|
|
// ── Bind group 1: the shared glyph atlas ─────────────────────────────────────
|
|
@group(1) @binding(0) var atlas_tex: texture_2d<f32>;
|
|
@group(1) @binding(1) var atlas_samp: sampler;
|
|
|
|
// Draw-order depth bias (see wire.wgsl / image.wgsl).
|
|
const DRAW_ORDER_BIAS: f32 = 0.001;
|
|
|
|
// ── Vertex stage ──────────────────────────────────────────────────────────────
|
|
struct VertIn {
|
|
@location(0) pos: vec3<f32>,
|
|
@location(1) pos_low: vec3<f32>,
|
|
@location(2) uv: vec2<f32>,
|
|
@location(3) color: vec4<f32>,
|
|
@location(4) draw_depth: f32,
|
|
};
|
|
|
|
struct VertOut {
|
|
@builtin(position) clip_pos: vec4<f32>,
|
|
@location(0) uv: vec2<f32>,
|
|
@location(1) color: vec4<f32>,
|
|
};
|
|
|
|
@vertex
|
|
fn vs_main(in: VertIn) -> VertOut {
|
|
var out: VertOut;
|
|
// Double-single relative-to-eye, then rotation-only projection.
|
|
let rel = (in.pos - u.eye_high) + (in.pos_low - u.eye_low);
|
|
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
|
|
out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
|
|
out.uv = in.uv;
|
|
out.color = in.color;
|
|
return out;
|
|
}
|
|
|
|
// ── Fragment stage ────────────────────────────────────────────────────────────
|
|
@fragment
|
|
fn fs_main(in: VertOut) -> @location(0) vec4<f32> {
|
|
let uv_dx = dpdx(in.uv);
|
|
let uv_dy = dpdy(in.uv);
|
|
let dims = vec2<f32>(textureDimensions(atlas_tex));
|
|
let footprint = max(length(uv_dx * dims), length(uv_dy * dims));
|
|
let sd_center = textureSampleLevel(atlas_tex, atlas_samp, in.uv, 0.0).r;
|
|
let aa = max(fwidth(sd_center), 1e-4);
|
|
var alpha = smoothstep(0.5 - aa, 0.5 + aa, sd_center);
|
|
|
|
if footprint > 1.0 {
|
|
// Average coverage over the pixel footprint so thin strokes survive minification.
|
|
let samples = select(4, 2, footprint <= 4.0);
|
|
var sum = 0.0;
|
|
for (var y = 0; y < samples; y += 1) {
|
|
for (var x = 0; x < samples; x += 1) {
|
|
let offset = (vec2<f32>(f32(x), f32(y)) + 0.5) / f32(samples) - 0.5;
|
|
let sd = textureSampleLevel(
|
|
atlas_tex, atlas_samp, in.uv + uv_dx * offset.x + uv_dy * offset.y, 0.0
|
|
).r;
|
|
sum += smoothstep(0.5 - aa, 0.5 + aa, sd);
|
|
}
|
|
}
|
|
alpha = sum / f32(samples * samples);
|
|
}
|
|
if alpha <= 0.0 {
|
|
discard;
|
|
}
|
|
return vec4<f32>(in.color.rgb, in.color.a * alpha);
|
|
}
|