cbuffer Uniforms : register(b0) { float4 State; matrix Transform; float4 Scalar4[2]; float4 Vector[8]; uint ClipSize; matrix Clip[8]; }; float Time() { return State[0]; } float ScreenWidth() { return State[1]; } float ScreenHeight() { return State[2]; } float ScreenScale() { return State[3]; } float Scalar(int i) { if (i < 4) return Scalar4[0][i]; else return Scalar4[1][i - 4]; } Texture2D texture0 : register(t0); SamplerState sampler0 : register(s0); struct VS_OUTPUT { float4 Position : SV_POSITION; float4 Color : COLOR0; float2 ObjectCoord : TEXCOORD0; }; float sdRect(float2 p, float2 size) { float2 d = abs(p) - size; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } // The below function "sdEllipse" is MIT licensed with following text: // // The MIT License // Copyright 2013 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the Software // is furnished to do so, subject to the following conditions: The above copyright // notice and this permission notice shall be included in all copies or substantial // portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF // ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO // EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR // OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. float sdEllipse(float2 p, float2 ab) { if (abs(ab.x - ab.y) < 0.1) return length(p) - ab.x; p = abs(p); if (p.x > p.y) { p = p.yx; ab = ab.yx; } float l = ab.y*ab.y - ab.x*ab.x; float m = ab.x*p.x / l; float n = ab.y*p.y / l; float m2 = m*m; float n2 = n*n; float c = (m2 + n2 - 1.0) / 3.0; float c3 = c*c*c; float q = c3 + m2*n2*2.0; float d = c3 + m2*n2; float g = m + m*n2; float co; if (d < 0.0) { float p = acos(q / c3) / 3.0; float s = cos(p); float t = sin(p)*sqrt(3.0); float rx = sqrt(-c*(s + t + 2.0) + m2); float ry = sqrt(-c*(s - t + 2.0) + m2); co = (ry + sign(l)*rx + abs(g) / (rx*ry) - m) / 2.0; } else { float h = 2.0*m*n*sqrt(d); float s = sign(q + h)*pow(abs(q + h), 1.0 / 3.0); float u = sign(q - h)*pow(abs(q - h), 1.0 / 3.0); float rx = -s - u - c*4.0 + 2.0*m2; float ry = (s - u)*sqrt(3.0); float rm = sqrt(rx*rx + ry*ry); float p = ry / sqrt(rm - rx); co = (p + 2.0*g / rm - m) / 2.0; } float si = sqrt(1.0 - co*co); float2 r = float2(ab.x*co, ab.y*si); return length(r - p) * sign(p.y - r.y); } // 1.0 = No softening, 0.1 = Max softening #define SOFTEN_ELLIPSE 1.0 float sdRoundRect(float2 p, float2 size, float4 rx, float4 ry) { size *= 0.5; float2 corner; corner = float2(-size.x + rx.x, -size.y + ry.x); // Top-Left float2 local = p - corner; if (dot(rx.x, ry.x) > 0.0 && p.x < corner.x && p.y <= corner.y) return sdEllipse(local, float2(rx.x, ry.x)) * SOFTEN_ELLIPSE; corner = float2(size.x - rx.y, -size.y + ry.y); // Top-Right local = p - corner; if (dot(rx.y, ry.y) > 0.0 && p.x >= corner.x && p.y <= corner.y) return sdEllipse(local, float2(rx.y, ry.y)) * SOFTEN_ELLIPSE; corner = float2(size.x - rx.z, size.y - ry.z); // Bottom-Right local = p - corner; if (dot(rx.z, ry.z) > 0.0 && p.x >= corner.x && p.y >= corner.y) return sdEllipse(local, float2(rx.z, ry.z)) * SOFTEN_ELLIPSE; corner = float2(-size.x + rx.w, size.y - ry.w); // Bottom-Left local = p - corner; if (dot(rx.w, ry.w) > 0.0 && p.x < corner.x && p.y > corner.y) return sdEllipse(local, float2(rx.w, ry.w)) * SOFTEN_ELLIPSE; return sdRect(p, size); } float2 transformAffine(float2 val, float2 a, float2 b, float2 c) { return val.x * a + val.y * b + c; } void Unpack(float4 x, out float4 a, out float4 b) { const float s = 65536.0; a = floor(x / s); b = floor(x - a * s); } float antialias2(float d) { return smoothstep(-0.6180469, 0.6180469, d/fwidth(d)); } float4 GetCol(in matrix m, uint i) { return float4(m[0][i], m[1][i], m[2][i], m[3][i]); } #define VISUALIZE_CLIP 0 void applyClip(VS_OUTPUT input, inout float4 outColor) { for (uint i = 0; i < ClipSize; i++) { matrix data = Clip[i]; float2 origin = GetCol(data, 0).xy; float2 size = GetCol(data, 0).zw; float4 radii_x, radii_y; Unpack(GetCol(data, 1), radii_x, radii_y); bool inverse = bool(GetCol(data, 3).z); float2 p = input.ObjectCoord; p = transformAffine(p, GetCol(data, 2).xy, GetCol(data, 2).zw, GetCol(data, 3).xy); p -= origin; float d_clip = sdRoundRect(p, size, radii_x, radii_y) * (inverse ? -1.0 : 1.0); #if VISUALIZE_CLIP if (abs(d_clip) < 3.0) outColor = float4(0.9, 1.0, 0.0, 1.0); #else float alpha = antialias2(-d_clip); outColor = float4(outColor.rgb * alpha, outColor.a * alpha); #endif } } float4 PS(VS_OUTPUT input) : SV_Target { float4 outColor = input.Color; applyClip(input, outColor); return outColor; }