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tenant.openagents/omega
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OpenAgents Git authority 2026-07-28T03:42:37.097Z Public web read
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shaders.metal
1#include <metal_stdlib>
2#include <simd/simd.h>
3
4using namespace metal;
5
6float4 hsla_to_rgba(Hsla hsla);
7float3 srgb_to_linear(float3 color);
8float3 linear_to_srgb(float3 color);
9float4 srgb_to_oklab(float4 color);
10float4 oklab_to_srgb(float4 color);
11float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
12 constant Size_DevicePixels *viewport_size);
13float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
14 TransformationMatrix transformation,
15 constant Size_DevicePixels *input_viewport_size);
16
17float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
18 constant Size_DevicePixels *atlas_size);
19float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
20 Bounds_ScaledPixels clip_bounds);
21float4 distance_from_clip_rect_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
22 Bounds_ScaledPixels clip_bounds, TransformationMatrix transformation);
23float corner_dash_velocity(float dv1, float dv2);
24float dash_alpha(float t, float period, float length, float dash_velocity,
25 float antialias_threshold);
26float quarter_ellipse_sdf(float2 point, float2 radii);
27float pick_corner_radius(float2 center_to_point, Corners_ScaledPixels corner_radii);
28float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
29 Corners_ScaledPixels corner_radii);
30float quad_sdf_impl(float2 center_to_point, float corner_radius);
31float gaussian(float x, float sigma);
32float2 erf(float2 x);
33float blur_along_x(float x, float y, float sigma, float corner,
34 float2 half_size);
35float4 over(float4 below, float4 above);
36float radians(float degrees);
37float4 fill_color(Background background, float2 position, Bounds_ScaledPixels bounds,
38 float4 solid_color, float4 color0, float4 color1);
39
40struct GradientColor {
41 float4 solid;
42 float4 color0;
43 float4 color1;
44};
45GradientColor prepare_fill_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1);
46
47struct QuadVertexOutput {
48 uint quad_id [[flat]];
49 float4 position [[position]];
50 float4 border_color [[flat]];
51 float4 background_solid [[flat]];
52 float4 background_color0 [[flat]];
53 float4 background_color1 [[flat]];
54 float clip_distance [[clip_distance]][4];
55};
56
57struct QuadFragmentInput {
58 uint quad_id [[flat]];
59 float4 position [[position]];
60 float4 border_color [[flat]];
61 float4 background_solid [[flat]];
62 float4 background_color0 [[flat]];
63 float4 background_color1 [[flat]];
64};
65
66vertex QuadVertexOutput quad_vertex(uint unit_vertex_id [[vertex_id]],
67 uint quad_id [[instance_id]],
68 constant float2 *unit_vertices
69 [[buffer(QuadInputIndex_Vertices)]],
70 constant Quad *quads
71 [[buffer(QuadInputIndex_Quads)]],
72 constant Size_DevicePixels *viewport_size
73 [[buffer(QuadInputIndex_ViewportSize)]]) {
74 float2 unit_vertex = unit_vertices[unit_vertex_id];
75 Quad quad = quads[quad_id];
76 float4 device_position =
77 to_device_position(unit_vertex, quad.bounds, viewport_size);
78 float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds,
79 quad.content_mask.bounds);
80 float4 border_color = hsla_to_rgba(quad.border_color);
81
82 GradientColor gradient = prepare_fill_color(
83 quad.background.tag,
84 quad.background.color_space,
85 quad.background.solid,
86 quad.background.colors[0].color,
87 quad.background.colors[1].color
88 );
89
90 return QuadVertexOutput{
91 quad_id,
92 device_position,
93 border_color,
94 gradient.solid,
95 gradient.color0,
96 gradient.color1,
97 {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
98}
99
100fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
101 constant Quad *quads
102 [[buffer(QuadInputIndex_Quads)]]) {
103 Quad quad = quads[input.quad_id];
104 float4 background_color = fill_color(quad.background, input.position.xy, quad.bounds,
105 input.background_solid, input.background_color0, input.background_color1);
106
107 bool unrounded = quad.corner_radii.top_left == 0.0 &&
108 quad.corner_radii.bottom_left == 0.0 &&
109 quad.corner_radii.top_right == 0.0 &&
110 quad.corner_radii.bottom_right == 0.0;
111
112 // Fast path when the quad is not rounded and doesn't have any border
113 if (quad.border_widths.top == 0.0 &&
114 quad.border_widths.left == 0.0 &&
115 quad.border_widths.right == 0.0 &&
116 quad.border_widths.bottom == 0.0 &&
117 unrounded) {
118 return background_color;
119 }
120
121 float2 size = float2(quad.bounds.size.width, quad.bounds.size.height);
122 float2 half_size = size / 2.0;
123 float2 point = input.position.xy - float2(quad.bounds.origin.x, quad.bounds.origin.y);
124 float2 center_to_point = point - half_size;
125
126 // Signed distance field threshold for inclusion of pixels. 0.5 is the
127 // minimum distance between the center of the pixel and the edge.
128 const float antialias_threshold = 0.5;
129
130 // Radius of the nearest corner
131 float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
132
133 // Width of the nearest borders
134 float2 border = float2(
135 center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
136 center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
137 );
138
139 // 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
140 // The purpose of this is to not draw antialiasing pixels in this case.
141 float2 reduced_border = float2(
142 border.x == 0.0 ? -antialias_threshold : border.x,
143 border.y == 0.0 ? -antialias_threshold : border.y);
144
145 // Vector from the corner of the quad bounds to the point, after mirroring
146 // the point into the bottom right quadrant. Both components are <= 0.
147 float2 corner_to_point = fabs(center_to_point) - half_size;
148
149 // Vector from the point to the center of the rounded corner's circle, also
150 // mirrored into bottom right quadrant.
151 float2 corner_center_to_point = corner_to_point + corner_radius;
152
153 // Whether the nearest point on the border is rounded
154 bool is_near_rounded_corner =
155 corner_center_to_point.x >= 0.0 &&
156 corner_center_to_point.y >= 0.0;
157
158 // Vector from straight border inner corner to point.
159 //
160 // 0-width borders are turned into width -1 so that inner_sdf is > 1.0 near
161 // the border. Without this, antialiasing pixels would be drawn.
162 float2 straight_border_inner_corner_to_point = corner_to_point + reduced_border;
163
164 // Whether the point is beyond the inner edge of the straight border
165 bool is_beyond_inner_straight_border =
166 straight_border_inner_corner_to_point.x > 0.0 ||
167 straight_border_inner_corner_to_point.y > 0.0;
168
169
170 // Whether the point is far enough inside the quad, such that the pixels are
171 // not affected by the straight border.
172 bool is_within_inner_straight_border =
173 straight_border_inner_corner_to_point.x < -antialias_threshold &&
174 straight_border_inner_corner_to_point.y < -antialias_threshold;
175
176 // Fast path for points that must be part of the background
177 if (is_within_inner_straight_border && !is_near_rounded_corner) {
178 return background_color;
179 }
180
181 // Signed distance of the point to the outside edge of the quad's border
182 float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
183
184 // Approximate signed distance of the point to the inside edge of the quad's
185 // border. It is negative outside this edge (within the border), and
186 // positive inside.
187 //
188 // This is not always an accurate signed distance:
189 // * The rounded portions with varying border width use an approximation of
190 // nearest-point-on-ellipse.
191 // * When it is quickly known to be outside the edge, -1.0 is used.
192 float inner_sdf = 0.0;
193 if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
194 // Fast paths for straight borders
195 inner_sdf = -max(straight_border_inner_corner_to_point.x,
196 straight_border_inner_corner_to_point.y);
197 } else if (is_beyond_inner_straight_border) {
198 // Fast path for points that must be outside the inner edge
199 inner_sdf = -1.0;
200 } else if (reduced_border.x == reduced_border.y) {
201 // Fast path for circular inner edge.
202 inner_sdf = -(outer_sdf + reduced_border.x);
203 } else {
204 float2 ellipse_radii = max(float2(0.0), float2(corner_radius) - reduced_border);
205 inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
206 }
207
208 // Negative when inside the border
209 float border_sdf = max(inner_sdf, outer_sdf);
210
211 float4 color = background_color;
212 if (border_sdf < antialias_threshold) {
213 float4 border_color = input.border_color;
214
215 // Dashed border logic when border_style == 1
216 if (quad.border_style == 1) {
217 // Position along the perimeter in "dash space", where each dash
218 // period has length 1
219 float t = 0.0;
220
221 // Total number of dash periods, so that the dash spacing can be
222 // adjusted to evenly divide it
223 float max_t = 0.0;
224
225 // Border width is proportional to dash size. This is the behavior
226 // used by browsers, but also avoids dashes from different segments
227 // overlapping when dash size is smaller than the border width.
228 //
229 // Dash pattern: (2 * border width) dash, (1 * border width) gap
230 const float dash_length_per_width = 2.0;
231 const float dash_gap_per_width = 1.0;
232 const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
233
234 // Since the dash size is determined by border width, the density of
235 // dashes varies. Multiplying a pixel distance by this returns a
236 // position in dash space - it has units (dash period / pixels). So
237 // a dash velocity of (1 / 10) is 1 dash every 10 pixels.
238 float dash_velocity = 0.0;
239
240 // Dividing this by the border width gives the dash velocity
241 const float dv_numerator = 1.0 / dash_period_per_width;
242
243 if (unrounded) {
244 // When corners aren't rounded, the dashes are separately laid
245 // out on each straight line, rather than around the whole
246 // perimeter. This way each line starts and ends with a dash.
247 bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
248
249 // Choosing the right border width for dashed borders.
250 // TODO: A better solution exists taking a look at the whole file.
251 // this does not fix single dashed borders at the corners
252 float2 dashed_border = float2(
253 fmax(quad.border_widths.bottom, quad.border_widths.top),
254 fmax(quad.border_widths.right, quad.border_widths.left));
255
256 float border_width = is_horizontal ? dashed_border.x : dashed_border.y;
257 dash_velocity = dv_numerator / border_width;
258 t = is_horizontal ? point.x : point.y;
259 t *= dash_velocity;
260 max_t = is_horizontal ? size.x : size.y;
261 max_t *= dash_velocity;
262 } else {
263 // When corners are rounded, the dashes are laid out clockwise
264 // around the whole perimeter.
265
266 float r_tr = quad.corner_radii.top_right;
267 float r_br = quad.corner_radii.bottom_right;
268 float r_bl = quad.corner_radii.bottom_left;
269 float r_tl = quad.corner_radii.top_left;
270
271 float w_t = quad.border_widths.top;
272 float w_r = quad.border_widths.right;
273 float w_b = quad.border_widths.bottom;
274 float w_l = quad.border_widths.left;
275
276 // Straight side dash velocities
277 float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
278 float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
279 float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
280 float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
281
282 // Straight side lengths in dash space
283 float s_t = (size.x - r_tl - r_tr) * dv_t;
284 float s_r = (size.y - r_tr - r_br) * dv_r;
285 float s_b = (size.x - r_br - r_bl) * dv_b;
286 float s_l = (size.y - r_bl - r_tl) * dv_l;
287
288 float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
289 float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
290 float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
291 float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
292
293 // Corner lengths in dash space
294 float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
295 float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
296 float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
297 float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
298
299 // Cumulative dash space upto each segment
300 float upto_tr = s_t;
301 float upto_r = upto_tr + c_tr;
302 float upto_br = upto_r + s_r;
303 float upto_b = upto_br + c_br;
304 float upto_bl = upto_b + s_b;
305 float upto_l = upto_bl + c_bl;
306 float upto_tl = upto_l + s_l;
307 max_t = upto_tl + c_tl;
308
309 if (is_near_rounded_corner) {
310 float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
311 float corner_t = radians * corner_radius;
312
313 if (center_to_point.x >= 0.0) {
314 if (center_to_point.y < 0.0) {
315 dash_velocity = corner_dash_velocity_tr;
316 // Subtracted because radians is pi/2 to 0 when
317 // going clockwise around the top right corner,
318 // since the y axis has been flipped
319 t = upto_r - corner_t * dash_velocity;
320 } else {
321 dash_velocity = corner_dash_velocity_br;
322 // Added because radians is 0 to pi/2 when going
323 // clockwise around the bottom-right corner
324 t = upto_br + corner_t * dash_velocity;
325 }
326 } else {
327 if (center_to_point.y >= 0.0) {
328 dash_velocity = corner_dash_velocity_bl;
329 // Subtracted because radians is pi/1 to 0 when
330 // going clockwise around the bottom-left corner,
331 // since the x axis has been flipped
332 t = upto_l - corner_t * dash_velocity;
333 } else {
334 dash_velocity = corner_dash_velocity_tl;
335 // Added because radians is 0 to pi/2 when going
336 // clockwise around the top-left corner, since both
337 // axis were flipped
338 t = upto_tl + corner_t * dash_velocity;
339 }
340 }
341 } else {
342 // Straight borders
343 bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
344 if (is_horizontal) {
345 if (center_to_point.y < 0.0) {
346 dash_velocity = dv_t;
347 t = (point.x - r_tl) * dash_velocity;
348 } else {
349 dash_velocity = dv_b;
350 t = upto_bl - (point.x - r_bl) * dash_velocity;
351 }
352 } else {
353 if (center_to_point.x < 0.0) {
354 dash_velocity = dv_l;
355 t = upto_tl - (point.y - r_tl) * dash_velocity;
356 } else {
357 dash_velocity = dv_r;
358 t = upto_r + (point.y - r_tr) * dash_velocity;
359 }
360 }
361 }
362 }
363
364 float dash_length = dash_length_per_width / dash_period_per_width;
365 float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
366
367 // Straight borders should start and end with a dash, so max_t is
368 // reduced to cause this.
369 max_t -= unrounded ? dash_length : 0.0;
370 if (max_t >= 1.0) {
371 // Adjust dash gap to evenly divide max_t
372 float dash_count = floor(max_t);
373 float dash_period = max_t / dash_count;
374 border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity,
375 antialias_threshold);
376 } else if (unrounded) {
377 // When there isn't enough space for the full gap between the
378 // two start / end dashes of a straight border, reduce gap to
379 // make them fit.
380 float dash_gap = max_t - dash_length;
381 if (dash_gap > 0.0) {
382 float dash_period = dash_length + dash_gap;
383 border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity,
384 antialias_threshold);
385 }
386 }
387 }
388
389 // Blend the border on top of the background and then linearly interpolate
390 // between the two as we slide inside the background.
391 float4 blended_border = over(background_color, border_color);
392 color = mix(background_color, blended_border,
393 saturate(antialias_threshold - inner_sdf));
394 }
395
396 return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
397}
398
399// Returns the dash velocity of a corner given the dash velocity of the two
400// sides, by returning the slower velocity (larger dashes).
401//
402// Since 0 is used for dash velocity when the border width is 0 (instead of
403// +inf), this returns the other dash velocity in that case.
404//
405// An alternative to this might be to appropriately interpolate the dash
406// velocity around the corner, but that seems overcomplicated.
407float corner_dash_velocity(float dv1, float dv2) {
408 if (dv1 == 0.0) {
409 return dv2;
410 } else if (dv2 == 0.0) {
411 return dv1;
412 } else {
413 return min(dv1, dv2);
414 }
415}
416
417// Returns alpha used to render antialiased dashes.
418// `t` is within the dash when `fmod(t, period) < length`.
419float dash_alpha(
420 float t, float period, float length, float dash_velocity,
421 float antialias_threshold) {
422 float half_period = period / 2.0;
423 float half_length = length / 2.0;
424 // Value in [-half_period, half_period]
425 // The dash is in [-half_length, half_length]
426 float centered = fmod(t + half_period - half_length, period) - half_period;
427 // Signed distance for the dash, negative values are inside the dash
428 float signed_distance = abs(centered) - half_length;
429 // Antialiased alpha based on the signed distance
430 return saturate(antialias_threshold - signed_distance / dash_velocity);
431}
432
433// This approximates distance to the nearest point to a quarter ellipse in a way
434// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
435// The components of `point` are expected to be positive.
436//
437// Negative on the outside and positive on the inside.
438float quarter_ellipse_sdf(float2 point, float2 radii) {
439 // Scale the space to treat the ellipse like a unit circle
440 float2 circle_vec = point / radii;
441 float unit_circle_sdf = length(circle_vec) - 1.0;
442 // Approximate up-scaling of the length by using the average of the radii.
443 //
444 // TODO: A better solution would be to use the gradient of the implicit
445 // function for an ellipse to approximate a scaling factor.
446 return unit_circle_sdf * (radii.x + radii.y) * -0.5;
447}
448
449struct ShadowVertexOutput {
450 float4 position [[position]];
451 float4 color [[flat]];
452 uint shadow_id [[flat]];
453 float clip_distance [[clip_distance]][4];
454};
455
456struct ShadowFragmentInput {
457 float4 position [[position]];
458 float4 color [[flat]];
459 uint shadow_id [[flat]];
460};
461
462vertex ShadowVertexOutput shadow_vertex(
463 uint unit_vertex_id [[vertex_id]], uint shadow_id [[instance_id]],
464 constant float2 *unit_vertices [[buffer(ShadowInputIndex_Vertices)]],
465 constant Shadow *shadows [[buffer(ShadowInputIndex_Shadows)]],
466 constant Size_DevicePixels *viewport_size
467 [[buffer(ShadowInputIndex_ViewportSize)]]) {
468 float2 unit_vertex = unit_vertices[unit_vertex_id];
469 Shadow shadow = shadows[shadow_id];
470
471 Bounds_ScaledPixels bounds;
472 if (shadow.inset != 0u) {
473 bounds = shadow.element_bounds;
474 } else {
475 // Leave room for the gaussian tail outside the shadow rect.
476 float margin = 3. * shadow.blur_radius;
477 bounds = shadow.bounds;
478 bounds.origin.x -= margin;
479 bounds.origin.y -= margin;
480 bounds.size.width += 2. * margin;
481 bounds.size.height += 2. * margin;
482 }
483
484 float4 device_position =
485 to_device_position(unit_vertex, bounds, viewport_size);
486 float4 clip_distance =
487 distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
488 float4 color = hsla_to_rgba(shadow.color);
489
490 return ShadowVertexOutput{
491 device_position,
492 color,
493 shadow_id,
494 {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
495}
496
497fragment float4 shadow_fragment(ShadowFragmentInput input [[stage_in]],
498 constant Shadow *shadows
499 [[buffer(ShadowInputIndex_Shadows)]]) {
500 Shadow shadow = shadows[input.shadow_id];
501
502 float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
503 float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
504 float2 half_size = size / 2.;
505 float2 center = origin + half_size;
506 float2 point = input.position.xy - center;
507 float corner_radius;
508 if (point.x < 0.) {
509 if (point.y < 0.) {
510 corner_radius = shadow.corner_radii.top_left;
511 } else {
512 corner_radius = shadow.corner_radii.bottom_left;
513 }
514 } else {
515 if (point.y < 0.) {
516 corner_radius = shadow.corner_radii.top_right;
517 } else {
518 corner_radius = shadow.corner_radii.bottom_right;
519 }
520 }
521
522 float alpha;
523 if (shadow.blur_radius == 0.) {
524 float distance = quad_sdf(input.position.xy, shadow.bounds, shadow.corner_radii);
525 alpha = saturate(0.5 - distance);
526 } else {
527 // The signal is only non-zero in a limited range, so don't waste samples
528 float low = point.y - half_size.y;
529 float high = point.y + half_size.y;
530 float start = clamp(-3. * shadow.blur_radius, low, high);
531 float end = clamp(3. * shadow.blur_radius, low, high);
532
533 // Accumulate samples (we can get away with surprisingly few samples)
534 float step = (end - start) / 4.;
535 float y = start + step * 0.5;
536 alpha = 0.;
537 for (int i = 0; i < 4; i++) {
538 alpha += blur_along_x(point.x, point.y - y, shadow.blur_radius,
539 corner_radius, half_size) *
540 gaussian(y, shadow.blur_radius) * step;
541 y += step;
542 }
543 }
544
545 if (shadow.inset != 0u) {
546 // The inset shadow is the complement of the (blurred) hole rect, clipped to the element.
547 // `saturate(0.5 - d)` gives a 1-pixel antialiased edge: d <= -0.5 -> 1, d >= 0.5 -> 0.
548 alpha = 1. - alpha;
549 float element_distance = quad_sdf(input.position.xy, shadow.element_bounds,
550 shadow.element_corner_radii);
551 alpha *= saturate(0.5 - element_distance);
552 }
553
554 return input.color * float4(1., 1., 1., alpha);
555}
556
557struct UnderlineVertexOutput {
558 float4 position [[position]];
559 float4 color [[flat]];
560 uint underline_id [[flat]];
561 float clip_distance [[clip_distance]][4];
562};
563
564struct UnderlineFragmentInput {
565 float4 position [[position]];
566 float4 color [[flat]];
567 uint underline_id [[flat]];
568};
569
570vertex UnderlineVertexOutput underline_vertex(
571 uint unit_vertex_id [[vertex_id]], uint underline_id [[instance_id]],
572 constant float2 *unit_vertices [[buffer(UnderlineInputIndex_Vertices)]],
573 constant Underline *underlines [[buffer(UnderlineInputIndex_Underlines)]],
574 constant Size_DevicePixels *viewport_size
575 [[buffer(ShadowInputIndex_ViewportSize)]]) {
576 float2 unit_vertex = unit_vertices[unit_vertex_id];
577 Underline underline = underlines[underline_id];
578 float4 device_position =
579 to_device_position(unit_vertex, underline.bounds, viewport_size);
580 float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
581 underline.content_mask.bounds);
582 float4 color = hsla_to_rgba(underline.color);
583 return UnderlineVertexOutput{
584 device_position,
585 color,
586 underline_id,
587 {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
588}
589
590fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]],
591 constant Underline *underlines
592 [[buffer(UnderlineInputIndex_Underlines)]]) {
593 const float WAVE_FREQUENCY = 2.0;
594 const float WAVE_HEIGHT_RATIO = 0.8;
595
596 Underline underline = underlines[input.underline_id];
597 if (underline.wavy) {
598 float half_thickness = underline.thickness * 0.5;
599 float2 origin =
600 float2(underline.bounds.origin.x, underline.bounds.origin.y);
601
602 float2 st = ((input.position.xy - origin) / underline.bounds.size.height) -
603 float2(0., 0.5);
604 float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.height;
605 float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.height;
606
607 float sine = sin(st.x * frequency) * amplitude;
608 float dSine = cos(st.x * frequency) * amplitude * frequency;
609 float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
610 float distance_in_pixels = distance * underline.bounds.size.height;
611 float distance_from_top_border = distance_in_pixels - half_thickness;
612 float distance_from_bottom_border = distance_in_pixels + half_thickness;
613 float alpha = saturate(
614 0.5 - max(-distance_from_bottom_border, distance_from_top_border));
615 return input.color * float4(1., 1., 1., alpha);
616 } else {
617 return input.color;
618 }
619}
620
621struct MonochromeSpriteVertexOutput {
622 float4 position [[position]];
623 float2 tile_position;
624 float4 color [[flat]];
625 float4 clip_distance;
626};
627
628struct MonochromeSpriteFragmentInput {
629 float4 position [[position]];
630 float2 tile_position;
631 float4 color [[flat]];
632 float4 clip_distance;
633};
634
635vertex MonochromeSpriteVertexOutput monochrome_sprite_vertex(
636 uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
637 constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
638 constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
639 constant Size_DevicePixels *viewport_size
640 [[buffer(SpriteInputIndex_ViewportSize)]],
641 constant Size_DevicePixels *atlas_size
642 [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
643 float2 unit_vertex = unit_vertices[unit_vertex_id];
644 MonochromeSprite sprite = sprites[sprite_id];
645 float4 device_position =
646 to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation, viewport_size);
647 float4 clip_distance = distance_from_clip_rect_transformed(unit_vertex, sprite.bounds,
648 sprite.content_mask.bounds, sprite.transformation);
649 float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
650 float4 color = hsla_to_rgba(sprite.color);
651 return MonochromeSpriteVertexOutput{
652 device_position,
653 tile_position,
654 color,
655 {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
656}
657
658fragment float4 monochrome_sprite_fragment(
659 MonochromeSpriteFragmentInput input [[stage_in]],
660 constant MonochromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
661 texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
662 if (any(input.clip_distance < float4(0.0))) {
663 return float4(0.0);
664 }
665
666 constexpr sampler atlas_texture_sampler(mag_filter::linear,
667 min_filter::linear);
668 float4 sample =
669 atlas_texture.sample(atlas_texture_sampler, input.tile_position);
670 float4 color = input.color;
671 color.a *= sample.a;
672 return color;
673}
674
675struct PolychromeSpriteVertexOutput {
676 float4 position [[position]];
677 float2 tile_position;
678 uint sprite_id [[flat]];
679 float clip_distance [[clip_distance]][4];
680};
681
682struct PolychromeSpriteFragmentInput {
683 float4 position [[position]];
684 float2 tile_position;
685 uint sprite_id [[flat]];
686};
687
688vertex PolychromeSpriteVertexOutput polychrome_sprite_vertex(
689 uint unit_vertex_id [[vertex_id]], uint sprite_id [[instance_id]],
690 constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
691 constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
692 constant Size_DevicePixels *viewport_size
693 [[buffer(SpriteInputIndex_ViewportSize)]],
694 constant Size_DevicePixels *atlas_size
695 [[buffer(SpriteInputIndex_AtlasTextureSize)]]) {
696
697 float2 unit_vertex = unit_vertices[unit_vertex_id];
698 PolychromeSprite sprite = sprites[sprite_id];
699 float4 device_position =
700 to_device_position(unit_vertex, sprite.bounds, viewport_size);
701 float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
702 sprite.content_mask.bounds);
703 float2 tile_position = to_tile_position(unit_vertex, sprite.tile, atlas_size);
704 return PolychromeSpriteVertexOutput{
705 device_position,
706 tile_position,
707 sprite_id,
708 {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
709}
710
711fragment float4 polychrome_sprite_fragment(
712 PolychromeSpriteFragmentInput input [[stage_in]],
713 constant PolychromeSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
714 texture2d<float> atlas_texture [[texture(SpriteInputIndex_AtlasTexture)]]) {
715 PolychromeSprite sprite = sprites[input.sprite_id];
716 constexpr sampler atlas_texture_sampler(mag_filter::linear,
717 min_filter::linear);
718 float4 sample =
719 atlas_texture.sample(atlas_texture_sampler, input.tile_position);
720 float distance =
721 quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
722
723 float4 color = sample;
724 if (sprite.grayscale) {
725 float grayscale = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
726 color.r = grayscale;
727 color.g = grayscale;
728 color.b = grayscale;
729 }
730 color.a *= sprite.opacity * saturate(0.5 - distance);
731 return color;
732}
733
734struct PathRasterizationVertexOutput {
735 float4 position [[position]];
736 float2 st_position;
737 uint vertex_id [[flat]];
738 float clip_rect_distance [[clip_distance]][4];
739};
740
741struct PathRasterizationFragmentInput {
742 float4 position [[position]];
743 float2 st_position;
744 uint vertex_id [[flat]];
745};
746
747vertex PathRasterizationVertexOutput path_rasterization_vertex(
748 uint vertex_id [[vertex_id]],
749 constant PathRasterizationVertex *vertices [[buffer(PathRasterizationInputIndex_Vertices)]],
750 constant Size_DevicePixels *atlas_size [[buffer(PathRasterizationInputIndex_ViewportSize)]]
751) {
752 PathRasterizationVertex v = vertices[vertex_id];
753 float2 vertex_position = float2(v.xy_position.x, v.xy_position.y);
754 float4 position = float4(
755 vertex_position * float2(2. / atlas_size->width, -2. / atlas_size->height) + float2(-1., 1.),
756 0.,
757 1.
758 );
759 return PathRasterizationVertexOutput{
760 position,
761 float2(v.st_position.x, v.st_position.y),
762 vertex_id,
763 {
764 v.xy_position.x - v.bounds.origin.x,
765 v.bounds.origin.x + v.bounds.size.width - v.xy_position.x,
766 v.xy_position.y - v.bounds.origin.y,
767 v.bounds.origin.y + v.bounds.size.height - v.xy_position.y
768 }
769 };
770}
771
772fragment float4 path_rasterization_fragment(
773 PathRasterizationFragmentInput input [[stage_in]],
774 constant PathRasterizationVertex *vertices [[buffer(PathRasterizationInputIndex_Vertices)]]
775) {
776 float2 dx = dfdx(input.st_position);
777 float2 dy = dfdy(input.st_position);
778
779 PathRasterizationVertex v = vertices[input.vertex_id];
780 Background background = v.color;
781 Bounds_ScaledPixels path_bounds = v.bounds;
782 float alpha;
783 if (length(float2(dx.x, dy.x)) < 0.001) {
784 alpha = 1.0;
785 } else {
786 float2 gradient = float2(
787 (2. * input.st_position.x) * dx.x - dx.y,
788 (2. * input.st_position.x) * dy.x - dy.y
789 );
790 float f = (input.st_position.x * input.st_position.x) - input.st_position.y;
791 float distance = f / length(gradient);
792 alpha = saturate(0.5 - distance);
793 }
794
795 GradientColor gradient_color = prepare_fill_color(
796 background.tag,
797 background.color_space,
798 background.solid,
799 background.colors[0].color,
800 background.colors[1].color
801 );
802
803 float4 color = fill_color(
804 background,
805 input.position.xy,
806 path_bounds,
807 gradient_color.solid,
808 gradient_color.color0,
809 gradient_color.color1
810 );
811 return float4(color.rgb * color.a * alpha, alpha * color.a);
812}
813
814struct PathSpriteVertexOutput {
815 float4 position [[position]];
816 float2 texture_coords;
817};
818
819vertex PathSpriteVertexOutput path_sprite_vertex(
820 uint unit_vertex_id [[vertex_id]],
821 uint sprite_id [[instance_id]],
822 constant float2 *unit_vertices [[buffer(SpriteInputIndex_Vertices)]],
823 constant PathSprite *sprites [[buffer(SpriteInputIndex_Sprites)]],
824 constant Size_DevicePixels *viewport_size [[buffer(SpriteInputIndex_ViewportSize)]]
825) {
826 float2 unit_vertex = unit_vertices[unit_vertex_id];
827 PathSprite sprite = sprites[sprite_id];
828 // Don't apply content mask because it was already accounted for when
829 // rasterizing the path.
830 float4 device_position =
831 to_device_position(unit_vertex, sprite.bounds, viewport_size);
832
833 float2 screen_position = float2(sprite.bounds.origin.x, sprite.bounds.origin.y) + unit_vertex * float2(sprite.bounds.size.width, sprite.bounds.size.height);
834 float2 texture_coords = screen_position / float2(viewport_size->width, viewport_size->height);
835
836 return PathSpriteVertexOutput{
837 device_position,
838 texture_coords
839 };
840}
841
842fragment float4 path_sprite_fragment(
843 PathSpriteVertexOutput input [[stage_in]],
844 texture2d<float> intermediate_texture [[texture(SpriteInputIndex_AtlasTexture)]]
845) {
846 constexpr sampler intermediate_texture_sampler(mag_filter::linear, min_filter::linear);
847 return intermediate_texture.sample(intermediate_texture_sampler, input.texture_coords);
848}
849
850struct SurfaceVertexOutput {
851 float4 position [[position]];
852 float2 texture_position;
853 float clip_distance [[clip_distance]][4];
854};
855
856struct SurfaceFragmentInput {
857 float4 position [[position]];
858 float2 texture_position;
859};
860
861vertex SurfaceVertexOutput surface_vertex(
862 uint unit_vertex_id [[vertex_id]], uint surface_id [[instance_id]],
863 constant float2 *unit_vertices [[buffer(SurfaceInputIndex_Vertices)]],
864 constant SurfaceBounds *surfaces [[buffer(SurfaceInputIndex_Surfaces)]],
865 constant Size_DevicePixels *viewport_size
866 [[buffer(SurfaceInputIndex_ViewportSize)]],
867 constant Size_DevicePixels *texture_size
868 [[buffer(SurfaceInputIndex_TextureSize)]]) {
869 float2 unit_vertex = unit_vertices[unit_vertex_id];
870 SurfaceBounds surface = surfaces[surface_id];
871 float4 device_position =
872 to_device_position(unit_vertex, surface.bounds, viewport_size);
873 float4 clip_distance = distance_from_clip_rect(unit_vertex, surface.bounds,
874 surface.content_mask.bounds);
875 // We are going to copy the whole texture, so the texture position corresponds
876 // to the current vertex of the unit triangle.
877 float2 texture_position = unit_vertex;
878 return SurfaceVertexOutput{
879 device_position,
880 texture_position,
881 {clip_distance.x, clip_distance.y, clip_distance.z, clip_distance.w}};
882}
883
884fragment float4 surface_fragment(SurfaceFragmentInput input [[stage_in]],
885 texture2d<float> y_texture
886 [[texture(SurfaceInputIndex_YTexture)]],
887 texture2d<float> cb_cr_texture
888 [[texture(SurfaceInputIndex_CbCrTexture)]]) {
889 constexpr sampler texture_sampler(mag_filter::linear, min_filter::linear);
890 const float4x4 ycbcrToRGBTransform =
891 float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
892 float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
893 float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
894 float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
895 float4 ycbcr = float4(
896 y_texture.sample(texture_sampler, input.texture_position).r,
897 cb_cr_texture.sample(texture_sampler, input.texture_position).rg, 1.0);
898
899 return ycbcrToRGBTransform * ycbcr;
900}
901
902float4 hsla_to_rgba(Hsla hsla) {
903 float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
904 float s = hsla.s;
905 float l = hsla.l;
906 float a = hsla.a;
907
908 float c = (1.0 - fabs(2.0 * l - 1.0)) * s;
909 float x = c * (1.0 - fabs(fmod(h, 2.0) - 1.0));
910 float m = l - c / 2.0;
911
912 float r = 0.0;
913 float g = 0.0;
914 float b = 0.0;
915
916 if (h >= 0.0 && h < 1.0) {
917 r = c;
918 g = x;
919 b = 0.0;
920 } else if (h >= 1.0 && h < 2.0) {
921 r = x;
922 g = c;
923 b = 0.0;
924 } else if (h >= 2.0 && h < 3.0) {
925 r = 0.0;
926 g = c;
927 b = x;
928 } else if (h >= 3.0 && h < 4.0) {
929 r = 0.0;
930 g = x;
931 b = c;
932 } else if (h >= 4.0 && h < 5.0) {
933 r = x;
934 g = 0.0;
935 b = c;
936 } else {
937 r = c;
938 g = 0.0;
939 b = x;
940 }
941
942 float4 rgba;
943 rgba.x = (r + m);
944 rgba.y = (g + m);
945 rgba.z = (b + m);
946 rgba.w = a;
947 return rgba;
948}
949
950float3 srgb_to_linear(float3 color) {
951 return pow(color, float3(2.2));
952}
953
954float3 linear_to_srgb(float3 color) {
955 return pow(color, float3(1.0 / 2.2));
956}
957
958// Converts a sRGB color to the Oklab color space.
959// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
960float4 srgb_to_oklab(float4 color) {
961 // Convert non-linear sRGB to linear sRGB
962 color = float4(srgb_to_linear(color.rgb), color.a);
963
964 float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
965 float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
966 float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
967
968 float l_ = pow(l, 1.0/3.0);
969 float m_ = pow(m, 1.0/3.0);
970 float s_ = pow(s, 1.0/3.0);
971
972 return float4(
973 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
974 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
975 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
976 color.a
977 );
978}
979
980// Converts an Oklab color to the sRGB color space.
981float4 oklab_to_srgb(float4 color) {
982 float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
983 float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
984 float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
985
986 float l = l_ * l_ * l_;
987 float m = m_ * m_ * m_;
988 float s = s_ * s_ * s_;
989
990 float3 linear_rgb = float3(
991 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
992 -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
993 -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
994 );
995
996 // Convert linear sRGB to non-linear sRGB
997 return float4(linear_to_srgb(linear_rgb), color.a);
998}
999
1000float4 to_device_position(float2 unit_vertex, Bounds_ScaledPixels bounds,
1001 constant Size_DevicePixels *input_viewport_size) {
1002 float2 position =
1003 unit_vertex * float2(bounds.size.width, bounds.size.height) +
1004 float2(bounds.origin.x, bounds.origin.y);
1005 float2 viewport_size = float2((float)input_viewport_size->width,
1006 (float)input_viewport_size->height);
1007 float2 device_position =
1008 position / viewport_size * float2(2., -2.) + float2(-1., 1.);
1009 return float4(device_position, 0., 1.);
1010}
1011
1012float4 to_device_position_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
1013 TransformationMatrix transformation,
1014 constant Size_DevicePixels *input_viewport_size) {
1015 float2 position =
1016 unit_vertex * float2(bounds.size.width, bounds.size.height) +
1017 float2(bounds.origin.x, bounds.origin.y);
1018
1019 // Apply the transformation matrix to the position via matrix multiplication.
1020 float2 transformed_position = float2(0, 0);
1021 transformed_position[0] = position[0] * transformation.rotation_scale[0][0] + position[1] * transformation.rotation_scale[0][1];
1022 transformed_position[1] = position[0] * transformation.rotation_scale[1][0] + position[1] * transformation.rotation_scale[1][1];
1023
1024 // Add in the translation component of the transformation matrix.
1025 transformed_position[0] += transformation.translation[0];
1026 transformed_position[1] += transformation.translation[1];
1027
1028 float2 viewport_size = float2((float)input_viewport_size->width,
1029 (float)input_viewport_size->height);
1030 float2 device_position =
1031 transformed_position / viewport_size * float2(2., -2.) + float2(-1., 1.);
1032 return float4(device_position, 0., 1.);
1033}
1034
1035
1036float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
1037 constant Size_DevicePixels *atlas_size) {
1038 float2 tile_origin = float2(tile.bounds.origin.x, tile.bounds.origin.y);
1039 float2 tile_size = float2(tile.bounds.size.width, tile.bounds.size.height);
1040 return (tile_origin + unit_vertex * tile_size) /
1041 float2((float)atlas_size->width, (float)atlas_size->height);
1042}
1043
1044// Selects corner radius based on quadrant.
1045float pick_corner_radius(float2 center_to_point, Corners_ScaledPixels corner_radii) {
1046 if (center_to_point.x < 0.) {
1047 if (center_to_point.y < 0.) {
1048 return corner_radii.top_left;
1049 } else {
1050 return corner_radii.bottom_left;
1051 }
1052 } else {
1053 if (center_to_point.y < 0.) {
1054 return corner_radii.top_right;
1055 } else {
1056 return corner_radii.bottom_right;
1057 }
1058 }
1059}
1060
1061// Signed distance of the point to the quad's border - positive outside the
1062// border, and negative inside.
1063float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
1064 Corners_ScaledPixels corner_radii) {
1065 float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.0;
1066 float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
1067 float2 center_to_point = point - center;
1068 float corner_radius = pick_corner_radius(center_to_point, corner_radii);
1069 float2 corner_to_point = fabs(center_to_point) - half_size;
1070 float2 corner_center_to_point = corner_to_point + corner_radius;
1071 return quad_sdf_impl(corner_center_to_point, corner_radius);
1072}
1073
1074// Implementation of quad signed distance field
1075float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
1076 if (corner_radius == 0.0) {
1077 // Fast path for unrounded corners
1078 return max(corner_center_to_point.x, corner_center_to_point.y);
1079 } else {
1080 // Signed distance of the point from a quad that is inset by corner_radius
1081 // It is negative inside this quad, and positive outside
1082 float signed_distance_to_inset_quad =
1083 // 0 inside the inset quad, and positive outside
1084 length(max(float2(0.0), corner_center_to_point)) +
1085 // 0 outside the inset quad, and negative inside
1086 min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
1087
1088 return signed_distance_to_inset_quad - corner_radius;
1089 }
1090}
1091
1092// A standard gaussian function, used for weighting samples
1093float gaussian(float x, float sigma) {
1094 return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
1095}
1096
1097// This approximates the error function, needed for the gaussian integral
1098float2 erf(float2 x) {
1099 float2 s = sign(x);
1100 float2 a = abs(x);
1101 float2 r1 = 1. + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
1102 float2 r2 = r1 * r1;
1103 return s - s / (r2 * r2);
1104}
1105
1106float blur_along_x(float x, float y, float sigma, float corner,
1107 float2 half_size) {
1108 float delta = min(half_size.y - corner - abs(y), 0.);
1109 float curved =
1110 half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
1111 float2 integral =
1112 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
1113 return integral.y - integral.x;
1114}
1115
1116float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
1117 Bounds_ScaledPixels clip_bounds) {
1118 float2 position =
1119 unit_vertex * float2(bounds.size.width, bounds.size.height) +
1120 float2(bounds.origin.x, bounds.origin.y);
1121 return float4(position.x - clip_bounds.origin.x,
1122 clip_bounds.origin.x + clip_bounds.size.width - position.x,
1123 position.y - clip_bounds.origin.y,
1124 clip_bounds.origin.y + clip_bounds.size.height - position.y);
1125}
1126
1127float4 distance_from_clip_rect_transformed(float2 unit_vertex, Bounds_ScaledPixels bounds,
1128 Bounds_ScaledPixels clip_bounds, TransformationMatrix transformation) {
1129 float2 position =
1130 unit_vertex * float2(bounds.size.width, bounds.size.height) +
1131 float2(bounds.origin.x, bounds.origin.y);
1132 float2 transformed_position = float2(0, 0);
1133 transformed_position[0] = position[0] * transformation.rotation_scale[0][0] + position[1] * transformation.rotation_scale[0][1];
1134 transformed_position[1] = position[0] * transformation.rotation_scale[1][0] + position[1] * transformation.rotation_scale[1][1];
1135 transformed_position[0] += transformation.translation[0];
1136 transformed_position[1] += transformation.translation[1];
1137
1138 return float4(transformed_position.x - clip_bounds.origin.x,
1139 clip_bounds.origin.x + clip_bounds.size.width - transformed_position.x,
1140 transformed_position.y - clip_bounds.origin.y,
1141 clip_bounds.origin.y + clip_bounds.size.height - transformed_position.y);
1142}
1143
1144float4 over(float4 below, float4 above) {
1145 float4 result;
1146 float alpha = above.a + below.a * (1.0 - above.a);
1147 result.rgb =
1148 (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
1149 result.a = alpha;
1150 return result;
1151}
1152
1153GradientColor prepare_fill_color(uint tag, uint color_space, Hsla solid,
1154 Hsla color0, Hsla color1) {
1155 GradientColor out;
1156 if (tag == 0 || tag == 2 || tag == 3) {
1157 out.solid = hsla_to_rgba(solid);
1158 } else if (tag == 1) {
1159 out.color0 = hsla_to_rgba(color0);
1160 out.color1 = hsla_to_rgba(color1);
1161
1162 // Prepare color space in vertex for avoid conversion
1163 // in fragment shader for performance reasons
1164 if (color_space == 1) {
1165 // Oklab
1166 out.color0 = srgb_to_oklab(out.color0);
1167 out.color1 = srgb_to_oklab(out.color1);
1168 }
1169 }
1170
1171 return out;
1172}
1173
1174float2x2 rotate2d(float angle) {
1175 float s = sin(angle);
1176 float c = cos(angle);
1177 return float2x2(c, -s, s, c);
1178}
1179
1180float4 fill_color(Background background,
1181 float2 position,
1182 Bounds_ScaledPixels bounds,
1183 float4 solid_color, float4 color0, float4 color1) {
1184 float4 color;
1185
1186 switch (background.tag) {
1187 case 0:
1188 color = solid_color;
1189 break;
1190 case 1: {
1191 // -90 degrees to match the CSS gradient angle.
1192 float gradient_angle = background.gradient_angle_or_pattern_height;
1193 float radians = (fmod(gradient_angle, 360.0) - 90.0) * (M_PI_F / 180.0);
1194 float2 direction = float2(cos(radians), sin(radians));
1195
1196 // Expand the short side to be the same as the long side
1197 if (bounds.size.width > bounds.size.height) {
1198 direction.y *= bounds.size.height / bounds.size.width;
1199 } else {
1200 direction.x *= bounds.size.width / bounds.size.height;
1201 }
1202
1203 // Get the t value for the linear gradient with the color stop percentages.
1204 float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
1205 float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
1206 float2 center_to_point = position - center;
1207 float t = dot(center_to_point, direction) / length(direction);
1208 // Check the direction to determine whether to use x or y
1209 if (abs(direction.x) > abs(direction.y)) {
1210 t = (t + half_size.x) / bounds.size.width;
1211 } else {
1212 t = (t + half_size.y) / bounds.size.height;
1213 }
1214
1215 // Adjust t based on the stop percentages
1216 t = (t - background.colors[0].percentage)
1217 / (background.colors[1].percentage
1218 - background.colors[0].percentage);
1219 t = clamp(t, 0.0, 1.0);
1220
1221 switch (background.color_space) {
1222 case 0:
1223 color = mix(color0, color1, t);
1224 break;
1225 case 1: {
1226 float4 oklab_color = mix(color0, color1, t);
1227 color = oklab_to_srgb(oklab_color);
1228 break;
1229 }
1230 }
1231
1232 // Dither to reduce banding in gradients (especially dark/alpha).
1233 // Triangular-distributed noise breaks up 8-bit quantization steps.
1234 // ±2/255 for RGB (enough for dark-on-dark compositing),
1235 // ±3/255 for alpha (needs more because alpha × dark color = tiny steps).
1236 {
1237 float2 seed = position * 0.6180339887; // golden ratio spread
1238 float r1 = fract(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
1239 float r2 = fract(sin(dot(seed, float2(39.3460, 11.135))) * 24634.6345);
1240 float tri = r1 + r2 - 1.0; // triangular PDF, range [-1, +1]
1241 color.rgb += tri * 2.0 / 255.0;
1242 color.a += tri * 3.0 / 255.0;
1243 }
1244
1245 break;
1246 }
1247 case 2: {
1248 float gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
1249 float pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
1250 float pattern_interval = fmod(gradient_angle_or_pattern_height, 65535.0f) / 255.0f;
1251 float pattern_height = pattern_width + pattern_interval;
1252 float stripe_angle = M_PI_F / 4.0;
1253 float pattern_period = pattern_height * sin(stripe_angle);
1254 float2x2 rotation = rotate2d(stripe_angle);
1255 float2 relative_position = position - float2(bounds.origin.x, bounds.origin.y);
1256 float2 rotated_point = rotation * relative_position;
1257 float pattern = fmod(rotated_point.x, pattern_period);
1258 float distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) / 2.0f;
1259 color = solid_color;
1260 color.a *= saturate(0.5 - distance);
1261 break;
1262 }
1263 case 3: {
1264 // checkerboard
1265 float size = background.gradient_angle_or_pattern_height;
1266 float2 relative_position = position - float2(bounds.origin.x, bounds.origin.y);
1267
1268 float x_index = floor(relative_position.x / size);
1269 float y_index = floor(relative_position.y / size);
1270 float should_be_colored = fmod(x_index + y_index, 2.0);
1271
1272 color = solid_color;
1273 color.a *= saturate(should_be_colored);
1274 break;
1275 }
1276 }
1277
1278 return color;
1279}
1280