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OpenAgents Git authority 2026-07-28T01:51:50.801Z Public web read
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shaders.hlsl

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1#include "alpha_correction.hlsl"
2
3cbuffer GlobalParams: register(b0) {
4    float4 gamma_ratios;
5    float2 global_viewport_size;
6    float grayscale_enhanced_contrast;
7    float subpixel_enhanced_contrast;
8    uint is_bgr;
9    uint3 global_pad;
10};
11
12Texture2D<float4> t_sprite: register(t0);
13SamplerState s_sprite: register(s0);
14
15struct SubpixelSpriteFragmentOutput {
16    float4 foreground : SV_Target0;
17    float4 alpha : SV_Target1;
18};
19
20struct Bounds {
21    float2 origin;
22    float2 size;
23};
24
25struct Corners {
26    float top_left;
27    float top_right;
28    float bottom_right;
29    float bottom_left;
30};
31
32struct Edges {
33    float top;
34    float right;
35    float bottom;
36    float left;
37};
38
39struct Hsla {
40    float h;
41    float s;
42    float l;
43    float a;
44};
45
46struct LinearColorStop {
47    Hsla color;
48    float percentage;
49};
50
51struct Background {
52    // 0u is Solid
53    // 1u is LinearGradient
54    // 2u is PatternSlash
55    uint tag;
56    // 0u is sRGB linear color
57    // 1u is Oklab color
58    uint color_space;
59    Hsla solid;
60    float gradient_angle_or_pattern_height;
61    LinearColorStop colors[2];
62    uint pad;
63};
64
65struct GradientColor {
66  float4 solid;
67  float4 color0;
68  float4 color1;
69};
70
71struct AtlasTextureId {
72    uint index;
73    uint kind;
74};
75
76struct AtlasBounds {
77    int2 origin;
78    int2 size;
79};
80
81struct AtlasTile {
82    AtlasTextureId texture_id;
83    uint tile_id;
84    uint padding;
85    AtlasBounds bounds;
86};
87
88struct TransformationMatrix {
89    float2x2 rotation_scale;
90    float2 translation;
91};
92
93static const float M_PI_F = 3.141592653f;
94static const float3 GRAYSCALE_FACTORS = float3(0.2126f, 0.7152f, 0.0722f);
95
96float4 to_device_position_impl(float2 position) {
97    float2 device_position = position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
98    return float4(device_position, 0., 1.);
99}
100
101float4 to_device_position(float2 unit_vertex, Bounds bounds) {
102    float2 position = unit_vertex * bounds.size + bounds.origin;
103    return to_device_position_impl(position);
104}
105
106float4 distance_from_clip_rect_impl(float2 position, Bounds clip_bounds) {
107    float2 tl = position - clip_bounds.origin;
108    float2 br = clip_bounds.origin + clip_bounds.size - position;
109    return float4(tl.x, br.x, tl.y, br.y);
110}
111
112float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) {
113    float2 position = unit_vertex * bounds.size + bounds.origin;
114    return distance_from_clip_rect_impl(position, clip_bounds);
115}
116
117float4 distance_from_clip_rect_transformed(float2 unit_vertex, Bounds bounds, Bounds clip_bounds, TransformationMatrix transformation) {
118    float2 position = unit_vertex * bounds.size + bounds.origin;
119    float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
120    return distance_from_clip_rect_impl(transformed, clip_bounds);
121}
122
123// Convert linear RGB to sRGB
124float3 linear_to_srgb(float3 color) {
125    return pow(color, float3(2.2, 2.2, 2.2));
126}
127
128// Convert sRGB to linear RGB
129float3 srgb_to_linear(float3 color) {
130    return pow(color, float3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));
131}
132
133/// Hsla to linear RGBA conversion.
134float4 hsla_to_rgba(Hsla hsla) {
135    float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
136    float s = hsla.s;
137    float l = hsla.l;
138    float a = hsla.a;
139
140    float c = (1.0 - abs(2.0 * l - 1.0)) * s;
141    float x = c * (1.0 - abs(fmod(h, 2.0) - 1.0));
142    float m = l - c / 2.0;
143
144    float r = 0.0;
145    float g = 0.0;
146    float b = 0.0;
147
148    if (h >= 0.0 && h < 1.0) {
149        r = c;
150        g = x;
151        b = 0.0;
152    } else if (h >= 1.0 && h < 2.0) {
153        r = x;
154        g = c;
155        b = 0.0;
156    } else if (h >= 2.0 && h < 3.0) {
157        r = 0.0;
158        g = c;
159        b = x;
160    } else if (h >= 3.0 && h < 4.0) {
161        r = 0.0;
162        g = x;
163        b = c;
164    } else if (h >= 4.0 && h < 5.0) {
165        r = x;
166        g = 0.0;
167        b = c;
168    } else {
169        r = c;
170        g = 0.0;
171        b = x;
172    }
173
174    float4 rgba;
175    rgba.x = (r + m);
176    rgba.y = (g + m);
177    rgba.z = (b + m);
178    rgba.w = a;
179    return rgba;
180}
181
182// Converts a sRGB color to the Oklab color space.
183// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
184float4 srgb_to_oklab(float4 color) {
185    // Convert non-linear sRGB to linear sRGB
186    color = float4(srgb_to_linear(color.rgb), color.a);
187
188    float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
189    float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
190    float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
191
192    float l_ = pow(l, 1.0/3.0);
193    float m_ = pow(m, 1.0/3.0);
194    float s_ = pow(s, 1.0/3.0);
195
196    return float4(
197        0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
198        1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
199        0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
200        color.a
201    );
202}
203
204// Converts an Oklab color to the sRGB color space.
205float4 oklab_to_srgb(float4 color) {
206    float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
207    float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
208    float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
209
210    float l = l_ * l_ * l_;
211    float m = m_ * m_ * m_;
212    float s = s_ * s_ * s_;
213
214    float3 linear_rgb = float3(
215        4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
216        -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
217        -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
218    );
219
220    // Convert linear sRGB to non-linear sRGB
221    return float4(linear_to_srgb(linear_rgb), color.a);
222}
223
224// This approximates the error function, needed for the gaussian integral
225float2 erf(float2 x) {
226    float2 s = sign(x);
227    float2 a = abs(x);
228    x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
229    x *= x;
230    return s - s / (x * x);
231}
232
233float blur_along_x(float x, float y, float sigma, float corner, float2 half_size) {
234    float delta = min(half_size.y - corner - abs(y), 0.);
235    float curved = half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
236    float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
237    return integral.y - integral.x;
238}
239
240// A standard gaussian function, used for weighting samples
241float gaussian(float x, float sigma) {
242    return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
243}
244
245float4 over(float4 below, float4 above) {
246    float4 result;
247    float alpha = above.a + below.a * (1.0 - above.a);
248    result.rgb = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
249    result.a = alpha;
250    return result;
251}
252
253float2 to_tile_position(float2 unit_vertex, AtlasTile tile) {
254    float2 atlas_size;
255    t_sprite.GetDimensions(atlas_size.x, atlas_size.y);
256    return (float2(tile.bounds.origin) + unit_vertex * float2(tile.bounds.size)) / atlas_size;
257}
258
259// Selects corner radius based on quadrant.
260float pick_corner_radius(float2 center_to_point, Corners corner_radii) {
261    if (center_to_point.x < 0.) {
262        if (center_to_point.y < 0.) {
263            return corner_radii.top_left;
264        } else {
265            return corner_radii.bottom_left;
266        }
267    } else {
268        if (center_to_point.y < 0.) {
269            return corner_radii.top_right;
270        } else {
271            return corner_radii.bottom_right;
272        }
273    }
274}
275
276float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
277                                      TransformationMatrix transformation) {
278    float2 position = unit_vertex * bounds.size + bounds.origin;
279    float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
280    float2 device_position = transformed / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
281    return float4(device_position, 0.0, 1.0);
282}
283
284// Implementation of quad signed distance field
285float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
286    if (corner_radius == 0.0) {
287        // Fast path for unrounded corners
288        return max(corner_center_to_point.x, corner_center_to_point.y);
289    } else {
290        // Signed distance of the point from a quad that is inset by corner_radius
291        // It is negative inside this quad, and positive outside
292        float signed_distance_to_inset_quad =
293            // 0 inside the inset quad, and positive outside
294            length(max(float2(0.0, 0.0), corner_center_to_point)) +
295            // 0 outside the inset quad, and negative inside
296            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
297
298        return signed_distance_to_inset_quad - corner_radius;
299    }
300}
301
302float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) {
303    float2 half_size = bounds.size / 2.;
304    float2 center = bounds.origin + half_size;
305    float2 center_to_point = pt - center;
306    float corner_radius = pick_corner_radius(center_to_point, corner_radii);
307    float2 corner_to_point = abs(center_to_point) - half_size;
308    float2 corner_center_to_point = corner_to_point + corner_radius;
309    return quad_sdf_impl(corner_center_to_point, corner_radius);
310}
311
312GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, LinearColorStop colors[2]) {
313    GradientColor output;
314    if (tag == 0 || tag == 2 || tag == 3) {
315        output.solid = hsla_to_rgba(solid);
316    } else if (tag == 1) {
317        output.color0 = hsla_to_rgba(colors[0].color);
318        output.color1 = hsla_to_rgba(colors[1].color);
319
320        // Prepare color space in vertex for avoid conversion
321        // in fragment shader for performance reasons
322        if (color_space == 1) {
323            // Oklab
324            output.color0 = srgb_to_oklab(output.color0);
325            output.color1 = srgb_to_oklab(output.color1);
326        }
327    }
328
329    return output;
330}
331
332float2x2 rotate2d(float angle) {
333    float s = sin(angle);
334    float c = cos(angle);
335    return float2x2(c, -s, s, c);
336}
337
338float4 gradient_color(Background background,
339                      float2 position,
340                      Bounds bounds,
341                      float4 solid_color, float4 color0, float4 color1) {
342    float4 color;
343
344    switch (background.tag) {
345        case 0:
346            color = solid_color;
347            break;
348        case 1: {
349            // -90 degrees to match the CSS gradient angle.
350            float gradient_angle = background.gradient_angle_or_pattern_height;
351            float radians = (fmod(gradient_angle, 360.0) - 90.0) * (M_PI_F / 180.0);
352            float2 direction = float2(cos(radians), sin(radians));
353
354            // Expand the short side to be the same as the long side
355            if (bounds.size.x > bounds.size.y) {
356                direction.y *= bounds.size.y / bounds.size.x;
357            } else {
358                direction.x *=  bounds.size.x / bounds.size.y;
359            }
360
361            // Get the t value for the linear gradient with the color stop percentages.
362            float2 half_size = bounds.size * 0.5;
363            float2 center = bounds.origin + half_size;
364            float2 center_to_point = position - center;
365            float t = dot(center_to_point, direction) / length(direction);
366            // Check the direct to determine the use x or y
367            if (abs(direction.x) > abs(direction.y)) {
368                t = (t + half_size.x) / bounds.size.x;
369            } else {
370                t = (t + half_size.y) / bounds.size.y;
371            }
372
373            // Adjust t based on the stop percentages
374            t = (t - background.colors[0].percentage)
375                / (background.colors[1].percentage
376                - background.colors[0].percentage);
377            t = clamp(t, 0.0, 1.0);
378
379            switch (background.color_space) {
380                case 0:
381                    color = lerp(color0, color1, t);
382                    break;
383                case 1: {
384                    float4 oklab_color = lerp(color0, color1, t);
385                    color = oklab_to_srgb(oklab_color);
386                    break;
387                }
388            }
389
390            // Dither to reduce banding in gradients (especially dark/alpha).
391            // Triangular-distributed noise breaks up 8-bit quantization steps.
392            // ±2/255 for RGB (enough for dark-on-dark compositing),
393            // ±3/255 for alpha (needs more because alpha × dark color = tiny steps).
394            {
395                float2 seed = position * 0.6180339887; // golden ratio spread
396                float r1 = frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
397                float r2 = frac(sin(dot(seed, float2(39.3460, 11.135))) * 24634.6345);
398                float tri = r1 + r2 - 1.0; // triangular PDF, range [-1, +1]
399                color.rgb += tri * 2.0 / 255.0;
400                color.a   += tri * 3.0 / 255.0;
401            }
402
403            break;
404        }
405        case 2: {
406            float gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
407            float pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
408            float pattern_interval = fmod(gradient_angle_or_pattern_height, 65535.0f) / 255.0f;
409            float pattern_height = pattern_width + pattern_interval;
410            float stripe_angle = M_PI_F / 4.0;
411            float pattern_period = pattern_height * sin(stripe_angle);
412            float2x2 rotation = rotate2d(stripe_angle);
413            float2 relative_position = position - bounds.origin;
414            float2 rotated_point = mul(relative_position, rotation);
415            float pattern = fmod(rotated_point.x, pattern_period);
416            float distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) /  2.0f;
417            color = solid_color;
418            color.a *= saturate(0.5 - distance);
419            break;
420        }
421        case 3: {
422            // checkerboard
423            float size = background.gradient_angle_or_pattern_height;
424            float2 relative_position = position - bounds.origin;
425
426            float x_index = floor(relative_position.x / size);
427            float y_index = floor(relative_position.y / size);
428            float should_be_colored = (x_index + y_index) % 2.0;
429
430            color = solid_color;
431            color.a *= saturate(should_be_colored);
432            break;
433        }
434    }
435
436    return color;
437}
438
439// Returns the dash velocity of a corner given the dash velocity of the two
440// sides, by returning the slower velocity (larger dashes).
441//
442// Since 0 is used for dash velocity when the border width is 0 (instead of
443// +inf), this returns the other dash velocity in that case.
444//
445// An alternative to this might be to appropriately interpolate the dash
446// velocity around the corner, but that seems overcomplicated.
447float corner_dash_velocity(float dv1, float dv2) {
448    if (dv1 == 0.0) {
449        return dv2;
450    } else if (dv2 == 0.0) {
451        return dv1;
452    } else {
453        return min(dv1, dv2);
454    }
455}
456
457// Returns alpha used to render antialiased dashes.
458// `t` is within the dash when `fmod(t, period) < length`.
459float dash_alpha(
460    float t, float period, float length, float dash_velocity,
461    float antialias_threshold
462) {
463    float half_period = period / 2.0;
464    float half_length = length / 2.0;
465    // Value in [-half_period, half_period]
466    // The dash is in [-half_length, half_length]
467    float centered = fmod(t + half_period - half_length, period) - half_period;
468    // Signed distance for the dash, negative values are inside the dash
469    float signed_distance = abs(centered) - half_length;
470    // Antialiased alpha based on the signed distance
471    return saturate(antialias_threshold - signed_distance / dash_velocity);
472}
473
474// This approximates distance to the nearest point to a quarter ellipse in a way
475// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
476// The components of `point` are expected to be positive.
477//
478// Negative on the outside and positive on the inside.
479float quarter_ellipse_sdf(float2 pt, float2 radii) {
480    // Scale the space to treat the ellipse like a unit circle
481    float2 circle_vec = pt / radii;
482    float unit_circle_sdf = length(circle_vec) - 1.0;
483    // Approximate up-scaling of the length by using the average of the radii.
484    //
485    // TODO: A better solution would be to use the gradient of the implicit
486    // function for an ellipse to approximate a scaling factor.
487    return unit_circle_sdf * (radii.x + radii.y) * -0.5;
488}
489
490/*
491**
492**              Quads
493**
494*/
495
496struct Quad {
497    uint order;
498    uint border_style;
499    Bounds bounds;
500    Bounds content_mask;
501    Background background;
502    Hsla border_color;
503    Corners corner_radii;
504    Edges border_widths;
505};
506
507struct QuadVertexOutput {
508    nointerpolation uint quad_id: TEXCOORD0;
509    float4 position: SV_Position;
510    nointerpolation float4 border_color: COLOR0;
511    nointerpolation float4 background_solid: COLOR1;
512    nointerpolation float4 background_color0: COLOR2;
513    nointerpolation float4 background_color1: COLOR3;
514    float4 clip_distance: SV_ClipDistance;
515};
516
517struct QuadFragmentInput {
518    nointerpolation uint quad_id: TEXCOORD0;
519    float4 position: SV_Position;
520    nointerpolation float4 border_color: COLOR0;
521    nointerpolation float4 background_solid: COLOR1;
522    nointerpolation float4 background_color0: COLOR2;
523    nointerpolation float4 background_color1: COLOR3;
524};
525
526StructuredBuffer<Quad> quads: register(t1);
527
528QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_InstanceID) {
529    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
530    Quad quad = quads[quad_id];
531    float4 device_position = to_device_position(unit_vertex, quad.bounds);
532
533    GradientColor gradient = prepare_gradient_color(
534        quad.background.tag,
535        quad.background.color_space,
536        quad.background.solid,
537        quad.background.colors
538    );
539    float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
540    float4 border_color = hsla_to_rgba(quad.border_color);
541
542    QuadVertexOutput output;
543    output.position = device_position;
544    output.border_color = border_color;
545    output.quad_id = quad_id;
546    output.background_solid = gradient.solid;
547    output.background_color0 = gradient.color0;
548    output.background_color1 = gradient.color1;
549    output.clip_distance = clip_distance;
550    return output;
551}
552
553float4 quad_fragment(QuadFragmentInput input): SV_Target {
554    Quad quad = quads[input.quad_id];
555    float4 background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
556    input.background_solid, input.background_color0, input.background_color1);
557
558    bool unrounded = quad.corner_radii.top_left == 0.0 &&
559        quad.corner_radii.top_right == 0.0 &&
560        quad.corner_radii.bottom_left == 0.0 &&
561        quad.corner_radii.bottom_right == 0.0;
562
563    // Fast path when the quad is not rounded and doesn't have any border
564    if (quad.border_widths.top == 0.0 &&
565        quad.border_widths.left == 0.0 &&
566        quad.border_widths.right == 0.0 &&
567        quad.border_widths.bottom == 0.0 &&
568        unrounded) {
569        return background_color;
570    }
571
572    float2 size = quad.bounds.size;
573    float2 half_size = size / 2.;
574    float2 the_point = input.position.xy - quad.bounds.origin;
575    float2 center_to_point = the_point - half_size;
576
577    // Signed distance field threshold for inclusion of pixels. 0.5 is the
578    // minimum distance between the center of the pixel and the edge.
579    const float antialias_threshold = 0.5;
580
581    // Radius of the nearest corner
582    float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
583
584    float2 border = float2(
585        center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
586        center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
587    );
588
589    // 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
590    // The purpose of this is to not draw antialiasing pixels in this case.
591    float2 reduced_border = float2(
592        border.x == 0.0 ? -antialias_threshold : border.x,
593        border.y == 0.0 ? -antialias_threshold : border.y
594    );
595
596    // Vector from the corner of the quad bounds to the point, after mirroring
597    // the point into the bottom right quadrant. Both components are <= 0.
598    float2 corner_to_point = abs(center_to_point) - half_size;
599
600    // Vector from the point to the center of the rounded corner's circle, also
601    // mirrored into bottom right quadrant.
602    float2 corner_center_to_point = corner_to_point + corner_radius;
603
604    // Whether the nearest point on the border is rounded
605    bool is_near_rounded_corner =
606        corner_center_to_point.x >= 0.0 &&
607        corner_center_to_point.y >= 0.0;
608
609    // Vector from straight border inner corner to point.
610    //
611    // 0-width borders are turned into width -1 so that inner_sdf is > 1.0 near
612    // the border. Without this, antialiasing pixels would be drawn.
613    float2 straight_border_inner_corner_to_point = corner_to_point + reduced_border;
614
615    // Whether the point is beyond the inner edge of the straight border
616    bool is_beyond_inner_straight_border =
617        straight_border_inner_corner_to_point.x > 0.0 ||
618        straight_border_inner_corner_to_point.y > 0.0;
619
620    // Whether the point is far enough inside the quad, such that the pixels are
621    // not affected by the straight border.
622    bool is_within_inner_straight_border =
623        straight_border_inner_corner_to_point.x < -antialias_threshold &&
624        straight_border_inner_corner_to_point.y < -antialias_threshold;
625
626    // Fast path for points that must be part of the background
627    if (is_within_inner_straight_border && !is_near_rounded_corner) {
628        return background_color;
629    }
630
631    // Signed distance of the point to the outside edge of the quad's border
632    float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
633
634    // Approximate signed distance of the point to the inside edge of the quad's
635    // border. It is negative outside this edge (within the border), and
636    // positive inside.
637    //
638    // This is not always an accurate signed distance:
639    // * The rounded portions with varying border width use an approximation of
640    //   nearest-point-on-ellipse.
641    // * When it is quickly known to be outside the edge, -1.0 is used.
642    float inner_sdf = 0.0;
643    if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
644        // Fast paths for straight borders
645        inner_sdf = -max(straight_border_inner_corner_to_point.x,
646                        straight_border_inner_corner_to_point.y);
647    } else if (is_beyond_inner_straight_border) {
648        // Fast path for points that must be outside the inner edge
649        inner_sdf = -1.0;
650    } else if (reduced_border.x == reduced_border.y) {
651        // Fast path for circular inner edge.
652        inner_sdf = -(outer_sdf + reduced_border.x);
653    } else {
654        float2 ellipse_radii = max(float2(0.0, 0.0), float2(corner_radius, corner_radius) - reduced_border);
655        inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
656    }
657
658    // Negative when inside the border
659    float border_sdf = max(inner_sdf, outer_sdf);
660
661    float4 color = background_color;
662    if (border_sdf < antialias_threshold) {
663        float4 border_color = input.border_color;
664        // Dashed border logic when border_style == 1
665        if (quad.border_style == 1) {
666            // Position along the perimeter in "dash space", where each dash
667            // period has length 1
668            float t = 0.0;
669
670            // Total number of dash periods, so that the dash spacing can be
671            // adjusted to evenly divide it
672            float max_t = 0.0;
673
674            // Border width is proportional to dash size. This is the behavior
675            // used by browsers, but also avoids dashes from different segments
676            // overlapping when dash size is smaller than the border width.
677            //
678            // Dash pattern: (2 * border width) dash, (1 * border width) gap
679            const float dash_length_per_width = 2.0;
680            const float dash_gap_per_width = 1.0;
681            const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
682
683            // Since the dash size is determined by border width, the density of
684            // dashes varies. Multiplying a pixel distance by this returns a
685            // position in dash space - it has units (dash period / pixels). So
686            // a dash velocity of (1 / 10) is 1 dash every 10 pixels.
687            float dash_velocity = 0.0;
688
689            // Dividing this by the border width gives the dash velocity
690            const float dv_numerator = 1.0 / dash_period_per_width;
691
692            if (unrounded) {
693                // When corners aren't rounded, the dashes are separately laid
694                // out on each straight line, rather than around the whole
695                // perimeter. This way each line starts and ends with a dash.
696                bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
697                // Choosing the right border width for dashed borders.
698                // TODO: A better solution exists taking a look at the whole file.
699                // this does not fix single dashed borders at the corners
700                float2 dashed_border = float2(
701                    max(quad.border_widths.bottom, quad.border_widths.top),
702                    max(quad.border_widths.right, quad.border_widths.left)
703                );
704                float border_width = is_horizontal ? dashed_border.x : dashed_border.y;
705                dash_velocity = dv_numerator / border_width;
706                t = is_horizontal ? the_point.x : the_point.y;
707                t *= dash_velocity;
708                max_t = is_horizontal ? size.x : size.y;
709                max_t *= dash_velocity;
710            } else {
711                // When corners are rounded, the dashes are laid out clockwise
712                // around the whole perimeter.
713
714                float r_tr = quad.corner_radii.top_right;
715                float r_br = quad.corner_radii.bottom_right;
716                float r_bl = quad.corner_radii.bottom_left;
717                float r_tl = quad.corner_radii.top_left;
718
719                float w_t = quad.border_widths.top;
720                float w_r = quad.border_widths.right;
721                float w_b = quad.border_widths.bottom;
722                float w_l = quad.border_widths.left;
723
724                // Straight side dash velocities
725                float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
726                float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
727                float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
728                float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
729
730                // Straight side lengths in dash space
731                float s_t = (size.x - r_tl - r_tr) * dv_t;
732                float s_r = (size.y - r_tr - r_br) * dv_r;
733                float s_b = (size.x - r_br - r_bl) * dv_b;
734                float s_l = (size.y - r_bl - r_tl) * dv_l;
735
736                float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
737                float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
738                float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
739                float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
740
741                // Corner lengths in dash space
742                float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
743                float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
744                float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
745                float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
746
747                // Cumulative dash space upto each segment
748                float upto_tr = s_t;
749                float upto_r = upto_tr + c_tr;
750                float upto_br = upto_r + s_r;
751                float upto_b = upto_br + c_br;
752                float upto_bl = upto_b + s_b;
753                float upto_l = upto_bl + c_bl;
754                float upto_tl = upto_l + s_l;
755                max_t = upto_tl + c_tl;
756
757                if (is_near_rounded_corner) {
758                    float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
759                    float corner_t = radians * corner_radius;
760
761                    if (center_to_point.x >= 0.0) {
762                        if (center_to_point.y < 0.0) {
763                            dash_velocity = corner_dash_velocity_tr;
764                            // Subtracted because radians is pi/2 to 0 when
765                            // going clockwise around the top right corner,
766                            // since the y axis has been flipped
767                            t = upto_r - corner_t * dash_velocity;
768                        } else {
769                            dash_velocity = corner_dash_velocity_br;
770                            // Added because radians is 0 to pi/2 when going
771                            // clockwise around the bottom-right corner
772                            t = upto_br + corner_t * dash_velocity;
773                        }
774                    } else {
775                        if (center_to_point.y >= 0.0) {
776                            dash_velocity = corner_dash_velocity_bl;
777                            // Subtracted because radians is pi/1 to 0 when
778                            // going clockwise around the bottom-left corner,
779                            // since the x axis has been flipped
780                            t = upto_l - corner_t * dash_velocity;
781                        } else {
782                            dash_velocity = corner_dash_velocity_tl;
783                            // Added because radians is 0 to pi/2 when going
784                            // clockwise around the top-left corner, since both
785                            // axis were flipped
786                            t = upto_tl + corner_t * dash_velocity;
787                        }
788                    }
789                } else {
790                    // Straight borders
791                    bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
792                    if (is_horizontal) {
793                        if (center_to_point.y < 0.0) {
794                            dash_velocity = dv_t;
795                            t = (the_point.x - r_tl) * dash_velocity;
796                        } else {
797                            dash_velocity = dv_b;
798                            t = upto_bl - (the_point.x - r_bl) * dash_velocity;
799                        }
800                    } else {
801                        if (center_to_point.x < 0.0) {
802                            dash_velocity = dv_l;
803                            t = upto_tl - (the_point.y - r_tl) * dash_velocity;
804                        } else {
805                            dash_velocity = dv_r;
806                            t = upto_r + (the_point.y - r_tr) * dash_velocity;
807                        }
808                    }
809                }
810            }
811            float dash_length = dash_length_per_width / dash_period_per_width;
812            float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
813
814            // Straight borders should start and end with a dash, so max_t is
815            // reduced to cause this.
816            max_t -= unrounded ? dash_length : 0.0;
817            if (max_t >= 1.0) {
818                // Adjust dash gap to evenly divide max_t
819                float dash_count = floor(max_t);
820                float dash_period = max_t / dash_count;
821                border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
822            } else if (unrounded) {
823                // When there isn't enough space for the full gap between the
824                // two start / end dashes of a straight border, reduce gap to
825                // make them fit.
826                float dash_gap = max_t - dash_length;
827                if (dash_gap > 0.0) {
828                    float dash_period = dash_length + dash_gap;
829                    border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
830                }
831            }
832        }
833
834        // Blend the border on top of the background and then linearly interpolate
835        // between the two as we slide inside the background.
836        float4 blended_border = over(background_color, border_color);
837        color = lerp(background_color, blended_border,
838                    saturate(antialias_threshold - inner_sdf));
839    }
840
841    return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
842}
843
844/*
845**
846**              Shadows
847**
848*/
849
850struct Shadow {
851    uint order;
852    float blur_radius;
853    Bounds bounds;
854    Corners corner_radii;
855    Bounds content_mask;
856    Hsla color;
857    Bounds element_bounds;
858    Corners element_corner_radii;
859    uint inset;
860    uint pad; // align to 8 bytes
861};
862
863struct ShadowVertexOutput {
864    nointerpolation uint shadow_id: TEXCOORD0;
865    float4 position: SV_Position;
866    nointerpolation float4 color: COLOR;
867    float4 clip_distance: SV_ClipDistance;
868};
869
870struct ShadowFragmentInput {
871  nointerpolation uint shadow_id: TEXCOORD0;
872  float4 position: SV_Position;
873  nointerpolation float4 color: COLOR;
874};
875
876StructuredBuffer<Shadow> shadows: register(t1);
877
878ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV_InstanceID) {
879    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
880    Shadow shadow = shadows[shadow_id];
881
882    Bounds bounds;
883    if (shadow.inset != 0u) {
884        bounds = shadow.element_bounds;
885    } else {
886        // Leave room for the gaussian tail outside the shadow rect.
887        float margin = 3.0 * shadow.blur_radius;
888        bounds = shadow.bounds;
889        bounds.origin -= margin;
890        bounds.size += 2.0 * margin;
891    }
892
893    float4 device_position = to_device_position(unit_vertex, bounds);
894    float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
895    float4 color = hsla_to_rgba(shadow.color);
896
897    ShadowVertexOutput output;
898    output.position = device_position;
899    output.color = color;
900    output.shadow_id = shadow_id;
901    output.clip_distance = clip_distance;
902
903    return output;
904}
905
906float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
907    Shadow shadow = shadows[input.shadow_id];
908
909    float2 half_size = shadow.bounds.size / 2.;
910    float2 center = shadow.bounds.origin + half_size;
911    float2 point0 = input.position.xy - center;
912    float corner_radius = pick_corner_radius(point0, shadow.corner_radii);
913
914    float alpha;
915    if (shadow.blur_radius == 0.) {
916        float distance = quad_sdf(input.position.xy, shadow.bounds, shadow.corner_radii);
917        alpha = saturate(0.5 - distance);
918    } else {
919        // The signal is only non-zero in a limited range, so don't waste samples
920        float low = point0.y - half_size.y;
921        float high = point0.y + half_size.y;
922        float start = clamp(-3. * shadow.blur_radius, low, high);
923        float end = clamp(3. * shadow.blur_radius, low, high);
924
925        // Accumulate samples (we can get away with surprisingly few samples)
926        float step = (end - start) / 4.;
927        float y = start + step * 0.5;
928        alpha = 0.;
929        for (int i = 0; i < 4; i++) {
930            alpha += blur_along_x(point0.x, point0.y - y, shadow.blur_radius,
931                                corner_radius, half_size) *
932                    gaussian(y, shadow.blur_radius) * step;
933            y += step;
934        }
935    }
936
937    if (shadow.inset != 0u) {
938        // The inset shadow is the complement of the (blurred) hole rect, clipped to the element.
939        // `saturate(0.5 - d)` gives a 1-pixel antialiased edge: d <= -0.5 -> 1, d >= 0.5 -> 0.
940        alpha = 1.0 - alpha;
941        float element_distance = quad_sdf(input.position.xy, shadow.element_bounds,
942                                          shadow.element_corner_radii);
943        alpha *= saturate(0.5 - element_distance);
944    }
945
946    return input.color * float4(1., 1., 1., alpha);
947}
948
949/*
950**
951**              Path Rasterization
952**
953*/
954
955struct PathRasterizationSprite {
956    float2 xy_position;
957    float2 st_position;
958    Background color;
959    Bounds bounds;
960};
961
962StructuredBuffer<PathRasterizationSprite> path_rasterization_sprites: register(t1);
963
964struct PathVertexOutput {
965    float4 position: SV_Position;
966    float2 st_position: TEXCOORD0;
967    nointerpolation uint vertex_id: TEXCOORD1;
968    float4 clip_distance: SV_ClipDistance;
969};
970
971struct PathFragmentInput {
972    float4 position: SV_Position;
973    float2 st_position: TEXCOORD0;
974    nointerpolation uint vertex_id: TEXCOORD1;
975};
976
977PathVertexOutput path_rasterization_vertex(uint vertex_id: SV_VertexID) {
978    PathRasterizationSprite sprite = path_rasterization_sprites[vertex_id];
979
980    PathVertexOutput output;
981    output.position = to_device_position_impl(sprite.xy_position);
982    output.st_position = sprite.st_position;
983    output.vertex_id = vertex_id;
984    output.clip_distance = distance_from_clip_rect_impl(sprite.xy_position, sprite.bounds);
985
986    return output;
987}
988
989float4 path_rasterization_fragment(PathFragmentInput input): SV_Target {
990    float2 dx = ddx(input.st_position);
991    float2 dy = ddy(input.st_position);
992    PathRasterizationSprite sprite = path_rasterization_sprites[input.vertex_id];
993
994    Background background = sprite.color;
995    Bounds bounds = sprite.bounds;
996
997    float alpha;
998    if (length(float2(dx.x, dy.x))) {
999        alpha = 1.0;
1000    } else {
1001        float2 gradient = 2.0 * input.st_position.xx * float2(dx.x, dy.x) - float2(dx.y, dy.y);
1002        float f = input.st_position.x * input.st_position.x - input.st_position.y;
1003        float distance = f / length(gradient);
1004        alpha = saturate(0.5 - distance);
1005    }
1006
1007    GradientColor gradient = prepare_gradient_color(
1008        background.tag, background.color_space, background.solid, background.colors);
1009
1010    float4 color = gradient_color(background, input.position.xy, bounds,
1011        gradient.solid, gradient.color0, gradient.color1);
1012    return float4(color.rgb * color.a * alpha, alpha * color.a);
1013}
1014
1015/*
1016**
1017**              Path Sprites
1018**
1019*/
1020
1021struct PathSprite {
1022    Bounds bounds;
1023};
1024
1025struct PathSpriteVertexOutput {
1026    float4 position: SV_Position;
1027    float2 texture_coords: TEXCOORD0;
1028};
1029
1030StructuredBuffer<PathSprite> path_sprites: register(t1);
1031
1032PathSpriteVertexOutput path_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
1033    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
1034    PathSprite sprite = path_sprites[sprite_id];
1035
1036    // Don't apply content mask because it was already accounted for when rasterizing the path
1037    float4 device_position = to_device_position(unit_vertex, sprite.bounds);
1038
1039    float2 screen_position = sprite.bounds.origin + unit_vertex * sprite.bounds.size;
1040    float2 texture_coords = screen_position / global_viewport_size;
1041
1042    PathSpriteVertexOutput output;
1043    output.position = device_position;
1044    output.texture_coords = texture_coords;
1045    return output;
1046}
1047
1048float4 path_sprite_fragment(PathSpriteVertexOutput input): SV_Target {
1049    return t_sprite.Sample(s_sprite, input.texture_coords);
1050}
1051
1052/*
1053**
1054**              Underlines
1055**
1056*/
1057
1058struct Underline {
1059    uint order;
1060    uint pad;
1061    Bounds bounds;
1062    Bounds content_mask;
1063    Hsla color;
1064    float thickness;
1065    uint wavy;
1066};
1067
1068struct UnderlineVertexOutput {
1069  nointerpolation uint underline_id: TEXCOORD0;
1070  float4 position: SV_Position;
1071  nointerpolation float4 color: COLOR;
1072  float4 clip_distance: SV_ClipDistance;
1073};
1074
1075struct UnderlineFragmentInput {
1076  nointerpolation uint underline_id: TEXCOORD0;
1077  float4 position: SV_Position;
1078  nointerpolation float4 color: COLOR;
1079};
1080
1081StructuredBuffer<Underline> underlines: register(t1);
1082
1083UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underline_id: SV_InstanceID) {
1084    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
1085    Underline underline = underlines[underline_id];
1086    float4 device_position = to_device_position(unit_vertex, underline.bounds);
1087    float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
1088                                                    underline.content_mask);
1089    float4 color = hsla_to_rgba(underline.color);
1090
1091    UnderlineVertexOutput output;
1092    output.position = device_position;
1093    output.color = color;
1094    output.underline_id = underline_id;
1095    output.clip_distance = clip_distance;
1096    return output;
1097}
1098
1099float4 underline_fragment(UnderlineFragmentInput input): SV_Target {
1100    const float WAVE_FREQUENCY = 2.0;
1101    const float WAVE_HEIGHT_RATIO = 0.8;
1102
1103    Underline underline = underlines[input.underline_id];
1104    if (underline.wavy) {
1105        float half_thickness = underline.thickness * 0.5;
1106        float2 origin = underline.bounds.origin;
1107
1108        float2 st = ((input.position.xy - origin) / underline.bounds.size.y) - float2(0., 0.5);
1109        float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.y;
1110        float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y;
1111
1112        float sine = sin(st.x * frequency) * amplitude;
1113        float dSine = cos(st.x * frequency) * amplitude * frequency;
1114        float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
1115        float distance_in_pixels = distance * underline.bounds.size.y;
1116        float distance_from_top_border = distance_in_pixels - half_thickness;
1117        float distance_from_bottom_border = distance_in_pixels + half_thickness;
1118        float alpha = saturate(
1119            0.5 - max(-distance_from_bottom_border, distance_from_top_border));
1120        return input.color * float4(1., 1., 1., alpha);
1121    } else {
1122        return input.color;
1123    }
1124}
1125
1126/*
1127**
1128**              Monochrome sprites
1129**
1130*/
1131
1132struct MonochromeSprite {
1133    uint order;
1134    uint pad;
1135    Bounds bounds;
1136    Bounds content_mask;
1137    Hsla color;
1138    AtlasTile tile;
1139    TransformationMatrix transformation;
1140};
1141
1142struct MonochromeSpriteVertexOutput {
1143    float4 position: SV_Position;
1144    float2 tile_position: POSITION;
1145    nointerpolation float4 color: COLOR;
1146    float4 clip_distance: SV_ClipDistance;
1147};
1148
1149struct MonochromeSpriteFragmentInput {
1150    float4 position: SV_Position;
1151    float2 tile_position: POSITION;
1152    nointerpolation float4 color: COLOR;
1153    float4 clip_distance: SV_ClipDistance;
1154};
1155
1156StructuredBuffer<MonochromeSprite> mono_sprites: register(t1);
1157
1158MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
1159    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
1160    MonochromeSprite sprite = mono_sprites[sprite_id];
1161    float4 device_position =
1162        to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
1163    float4 clip_distance = distance_from_clip_rect_transformed(unit_vertex, sprite.bounds, sprite.content_mask, sprite.transformation);
1164    float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
1165    float4 color = hsla_to_rgba(sprite.color);
1166
1167    MonochromeSpriteVertexOutput output;
1168    output.position = device_position;
1169    output.tile_position = tile_position;
1170    output.color = color;
1171    output.clip_distance = clip_distance;
1172    return output;
1173}
1174
1175float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Target {
1176    float sample = t_sprite.Sample(s_sprite, input.tile_position).r;
1177    float alpha_corrected = apply_contrast_and_gamma_correction(sample, input.color.rgb, grayscale_enhanced_contrast, gamma_ratios);
1178    return float4(input.color.rgb, input.color.a * alpha_corrected);
1179}
1180
1181MonochromeSpriteVertexOutput subpixel_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
1182    return monochrome_sprite_vertex(vertex_id, sprite_id);
1183}
1184
1185SubpixelSpriteFragmentOutput subpixel_sprite_fragment(MonochromeSpriteFragmentInput input) {
1186    float3 sample = t_sprite.Sample(s_sprite, input.tile_position).rgb;
1187    if (is_bgr) {
1188        sample = sample.bgr;
1189    }
1190    float3 alpha_corrected = apply_contrast_and_gamma_correction3(sample, input.color.rgb, subpixel_enhanced_contrast, gamma_ratios);
1191
1192    SubpixelSpriteFragmentOutput output;
1193    output.foreground = float4(input.color.rgb, 1.0f);
1194    output.alpha = float4(input.color.a * alpha_corrected, 1.0f);
1195    return output;
1196}
1197
1198/*
1199**
1200**              Polychrome sprites
1201**
1202*/
1203
1204struct PolychromeSprite {
1205    uint order;
1206    uint pad;
1207    uint grayscale;
1208    float opacity;
1209    Bounds bounds;
1210    Bounds content_mask;
1211    Corners corner_radii;
1212    AtlasTile tile;
1213};
1214
1215struct PolychromeSpriteVertexOutput {
1216    nointerpolation uint sprite_id: TEXCOORD0;
1217    float4 position: SV_Position;
1218    float2 tile_position: POSITION;
1219    float4 clip_distance: SV_ClipDistance;
1220};
1221
1222struct PolychromeSpriteFragmentInput {
1223    nointerpolation uint sprite_id: TEXCOORD0;
1224    float4 position: SV_Position;
1225    float2 tile_position: POSITION;
1226};
1227
1228StructuredBuffer<PolychromeSprite> poly_sprites: register(t1);
1229
1230PolychromeSpriteVertexOutput polychrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
1231    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
1232    PolychromeSprite sprite = poly_sprites[sprite_id];
1233    float4 device_position = to_device_position(unit_vertex, sprite.bounds);
1234    float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
1235                                                    sprite.content_mask);
1236    float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
1237
1238    PolychromeSpriteVertexOutput output;
1239    output.position = device_position;
1240    output.tile_position = tile_position;
1241    output.sprite_id = sprite_id;
1242    output.clip_distance = clip_distance;
1243    return output;
1244}
1245
1246float4 polychrome_sprite_fragment(PolychromeSpriteFragmentInput input): SV_Target {
1247    PolychromeSprite sprite = poly_sprites[input.sprite_id];
1248    float4 sample = t_sprite.Sample(s_sprite, input.tile_position);
1249    float distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
1250
1251    float4 color = sample;
1252    if (sprite.grayscale != 0u) {
1253        float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
1254        color = float4(grayscale, sample.a);
1255    }
1256    color.a *= sprite.opacity * saturate(0.5 - distance);
1257    return color;
1258}
1259
Served at tenant.openagents/omega Member data and write actions are omitted.