import type { CoreNode } from '../../CoreNode.js'; import { calcFactoredRadiusArray } from '../../lib/utils.js'; import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js'; import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js'; import { RoundedWithBorderTemplate, type RoundedWithBorderProps, } from '../templates/RoundedWithBorderTemplate.js'; export const RoundedWithBorder: WebGlShaderType = { props: RoundedWithBorderTemplate.props, update(node: CoreNode) { this.uniformRGBA('u_borderColor', this.props!['border-color']); this.uniformRGBA('u_fillColor', this.props!['border-fill']); this.uniform4fa('u_borderWidth', this.props!['border-w'] as Vec4); this.uniform1f('u_borderGap', this.props!['border-gap'] as number); this.uniform1f('u_borderAlign', this.props!['border-align'] as number); this.uniform4fa( 'u_radius', calcFactoredRadiusArray(this.props!.radius as Vec4, node.w, node.h), ); }, vertex: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif attribute vec2 a_position; attribute vec2 a_textureCoords; attribute vec4 a_color; attribute vec2 a_nodeCoords; uniform vec2 u_resolution; uniform float u_pixelRatio; uniform vec2 u_dimensions; uniform vec4 u_radius; uniform vec4 u_borderWidth; uniform float u_borderGap; uniform float u_borderAlign; varying vec4 v_color; varying vec2 v_textureCoords; varying vec2 v_nodeCoords; varying vec2 v_innerSize; varying vec2 v_outerSize; varying vec2 v_outerBorderUv; varying vec2 v_innerBorderUv; varying vec4 v_innerBorderRadius; varying vec4 v_outerBorderRadius; varying vec2 v_halfDimensions; void main() { vec2 vertexPos = a_position * u_pixelRatio; vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y); vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0); vec2 edgeOffset = vec2(0.0); float borderZero = 1.0 - step(0.001, dot(abs(u_borderWidth), vec4(1.0))); v_innerSize = vec2(0.0); v_outerSize = vec2(0.0); // Defaults for the zero-border case: the fragment shader is branchless // and always evaluates the border SDFs, so every varying must carry a // finite value (an unwritten varying is undefined and can poison the // final mix() with NaN). v_outerBorderUv = vec2(0.0); v_innerBorderUv = vec2(0.0); v_outerBorderRadius = u_radius; v_innerBorderRadius = u_radius; if(borderZero == 0.0) { vec4 adjustedBorderWidth = u_borderWidth - 1.0 + clamp(u_borderWidth, -1.0, 1.0); float borderTop = adjustedBorderWidth.x; float borderRight = adjustedBorderWidth.y; float borderBottom = adjustedBorderWidth.z; float borderLeft = adjustedBorderWidth.w; vec2 borderSize = vec2(borderRight + borderLeft, borderTop + borderBottom); vec2 extraSize = borderSize * u_borderAlign; float gapLeft = step(0.001, borderLeft) * u_borderGap; float gapRight = step(0.001, borderRight) * u_borderGap; float gapTop = step(0.001, borderTop) * u_borderGap; float gapBottom = step(0.001, borderBottom) * u_borderGap; vec2 gapSize = vec2(gapLeft + gapRight, gapTop + gapBottom); v_outerSize = (u_dimensions + gapSize + extraSize) * 0.5; v_innerSize = v_outerSize - borderSize * 0.5; // Use sign() to avoid branching vec2 borderDiff = vec2(borderRight - borderLeft, borderBottom - borderTop); vec2 signDiff = sign(borderDiff); borderDiff = abs(borderDiff); vec2 gapDiff = vec2(gapRight - gapLeft, gapBottom - gapTop); vec2 signGapDiff = sign(gapDiff); gapDiff = abs(gapDiff); v_outerBorderUv = -signDiff * borderDiff * u_borderAlign * 0.5 - signGapDiff * gapDiff * 0.5; v_innerBorderUv = v_outerBorderUv + signDiff * borderDiff * 0.5; v_outerBorderRadius = vec4( max(0.0, u_radius.x + max(borderTop * u_borderAlign + u_borderGap, borderLeft * u_borderAlign + u_borderGap)), max(0.0, u_radius.y + max(borderTop * u_borderAlign + u_borderGap, borderRight * u_borderAlign + u_borderGap)), max(0.0, u_radius.z + max(borderBottom * u_borderAlign + u_borderGap, borderRight * u_borderAlign + u_borderGap)), max(0.0, u_radius.w + max(borderBottom * u_borderAlign + u_borderGap, borderLeft * u_borderAlign + u_borderGap)) ); v_innerBorderRadius = vec4( max(0.0, v_outerBorderRadius.x - max(borderTop, borderLeft)), max(0.0, v_outerBorderRadius.y - max(borderTop, borderRight)), max(0.0, v_outerBorderRadius.z - max(borderBottom, borderRight)), max(0.0, v_outerBorderRadius.w - max(borderBottom, borderLeft)) ); vec2 edgeOffsetExtra = step(u_dimensions * 0.5, v_outerSize) * edge * (extraSize + u_borderGap); edgeOffset = edgeOffsetExtra; vertexPos = (a_position + edge + edgeOffset) * u_pixelRatio; } gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0); v_color = a_color; v_nodeCoords = a_nodeCoords + (screenSpace + edgeOffset) / (u_dimensions); v_textureCoords = a_textureCoords + (screenSpace + edgeOffset) / (u_dimensions); v_halfDimensions = u_dimensions * 0.5; } `, fragment: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif uniform vec2 u_resolution; uniform float u_pixelRatio; uniform float u_alpha; uniform vec2 u_dimensions; uniform sampler2D u_texture; uniform vec4 u_radius; uniform vec4 u_borderWidth; uniform vec4 u_borderColor; uniform vec4 u_fillColor; uniform float u_borderGap; uniform float u_borderAlign; varying vec4 v_color; varying vec2 v_textureCoords; varying vec2 v_nodeCoords; varying vec2 v_innerSize; varying vec2 v_outerSize; varying vec2 v_outerBorderUv; varying vec2 v_innerBorderUv; varying vec4 v_innerBorderRadius; varying vec4 v_outerBorderRadius; varying vec2 v_halfDimensions; // Branchless quadrant radius select (r: x TL, y TR, z BR, w BL) -- // Mali 400-class fragment pipelines serialize any branch, ternaries included. float quadRadius(vec2 p, vec4 r) { vec2 stepVal = step(vec2(0.0), p); return mix(mix(r.x, r.y, stepVal.x), mix(r.w, r.z, stepVal.x), stepVal.y); } float roundedBox(vec2 p, vec2 s, vec4 r) { float rad = quadRadius(p, r); vec2 q = abs(p) - s + rad; return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - rad; } void main() { vec4 color = texture2D(u_texture, v_textureCoords) * v_color; vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions; float borderZero = 1.0 - step(0.001, dot(abs(u_borderWidth), vec4(1.0))); float edgeWidth = 1.0 / u_pixelRatio; float nodeDist = roundedBox(boxUv, v_halfDimensions - edgeWidth, u_radius); float nodeAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, nodeDist); float outerDist = roundedBox(boxUv + v_outerBorderUv, v_outerSize - edgeWidth, v_outerBorderRadius); float innerDist = roundedBox(boxUv + v_innerBorderUv, v_innerSize - edgeWidth, v_innerBorderRadius); float outerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, outerDist); float innerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, innerDist); float gapAlpha = max(0.0, innerAlpha - nodeAlpha); float borderDist = max(-innerDist, outerDist); float borderAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, borderDist); // Branchless path select -- Mali 400 serializes uniform branches, so all // three composites (no gap / gap / zero border) are computed and // mix()-selected instead of if/else'd. vec4 resNoGap = mix(vec4(0.0), u_borderColor, outerAlpha * u_borderColor.a); resNoGap = mix(resNoGap, color, innerAlpha); vec4 resGap = (color * nodeAlpha) + (u_fillColor * gapAlpha); resGap = mix(resGap, u_borderColor, borderAlpha * u_borderColor.a); float hasGap = step(0.0001, abs(u_borderGap)); vec4 resultColor = mix(resNoGap, resGap, hasGap); resultColor = mix(resultColor, color * nodeAlpha, borderZero); gl_FragColor = resultColor * u_alpha; } `, };