Files
ltk/src/gles_render/shaders.rs
Pedro M. de Echanove Pasquin 588a3f7e36
Some checks failed
CI / build + test (push) Has been cancelled
CI / cargo audit (push) Has been cancelled
Fix vertically-flipped content in the GLES path-clip composite
The clip-layer composite shader sampled the offscreen layer at the wrong vertical position, so path-clipped content (e.g. a circular avatar) came out upside down on the GLES backend.
`v_uv.y` runs bottom-to-top in screen space — the layer FBO has GL's lower-left origin, and `ortho_rect` plus the texture shader's flip establish that `v_uv.y == 1` is the top edge. The composite computed the fragment's screen Y as `bbox.y + v_uv.y * bbox.h`, which is the inverted Y, so it read the layer mirrored about the horizontal axis. Compute it as `bbox.y + (1 - v_uv.y) * bbox.h` instead. The mask sampling was already correct (and a symmetric circle hid the flip in the example; a photo reveals it). The software backend is unaffected — it clips through a coverage mask with no layer round-trip.
2026-06-19 00:04:24 +02:00

876 lines
32 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// SPDX-License-Identifier: LGPL-2.1-only
// Copyright (C) 2026 Liberux Labs, S. L. <info@liberux.net>
//! GLES 2/3 shader sources used by `GlesCanvas`. All fragment shaders
//! emit premultiplied-alpha colour so they compose correctly under
//! the pipeline's default `glBlendFunc(ONE, ONE_MINUS_SRC_ALPHA)`.
//!
//! Every constant is `pub(super)` so only files inside
//! `crate::gles_render` can reach them — callers always go through
//! `GlesCanvas`'s public methods, not the raw shader source.
// Vertex shader shared by both programs (just transforms a unit quad).
// GLSL ES 1.00 — works on both GLES2 and GLES3 contexts (forward compatible
// when no `#version` directive is present).
pub( super ) const VERT_SRC: &str = r#"
attribute vec2 a_pos;
varying vec2 v_uv;
uniform mat4 u_mvp;
void main()
{
v_uv = a_pos;
gl_Position = u_mvp * vec4(a_pos, 0.0, 1.0);
}
"#;
// Fragment shader for solid/rounded rects (signed-distance smoothstep at edge).
//
// `u_stroke == 0` ⇒ filled rect. The shader fills the rounded shape with
// `u_color`, antialiased over a 1-pixel band at the edge.
// `u_stroke > 0` ⇒ stroked outline of width `u_stroke`, centered on the
// rounded boundary, so outlines keep their corner radius.
//
// Distance formula is Iñigo Quílez's exact SDF for a rounded box, extended
// to per-corner radii by picking `r` per-quadrant:
// r = u_radii[ corner_index_from_sign( p - center ) ]
// q = abs(p - center) - (size/2 - r)
// d = min(max(q.x, q.y), 0) + length(max(q, 0)) - r
// `u_radii` is ordered `(tl, tr, br, bl)` clockwise from top-left and is
// uploaded as `Corners::to_uniform()`. A uniform-radii fill is the
// degenerate case where every component is equal — the per-quadrant
// branch collapses to the single-`r` formula.
//
// `u_pad` lets the caller draw the quad larger than `u_size` (used by
// `stroke_rect`, which expands the quad by `stroke/2` on each side so the
// outer half of the stroke has fragments to cover). The shader maps `v_uv`
// from the larger quad back into the original-rect space:
// p = v_uv * (size + 2*pad) - pad
// so `p` ranges `[-pad, size+pad]`. Keeping `u_size` and `u_radii` at the
// *original* values is essential — expanding them shifts the SDF zero-line
// outward and breaks the circle case (radius = size/2).
//
// Each component of `u_radii` is clamped to `min(size.x, size.y) * 0.5`
// before use. Callers frequently pass very large values (e.g.
// `theme::RADIUS = 100`) as a "please make this a pill / capsule"
// sentinel. Without the clamp, `size/2 - r` goes negative in the shorter
// dimension and the rounded-box formula degenerates — rendering an
// ellipse in the middle of the rect instead of a pill.
//
// Emits premultiplied-alpha colour. The pipeline blend is
// `(ONE, ONE_MINUS_SRC_ALPHA)`, so every shader that writes colour must
// premultiply its RGB by the final alpha. This matters for non-opaque
// fills (coverage from the SDF, translucent `u_color.a`) where straight-
// alpha output would under-saturate antialiased edges.
pub( super ) const RECT_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform vec4 u_color;
uniform vec2 u_size;
uniform vec4 u_radii;
uniform float u_stroke;
uniform float u_pad;
// Per-fragment corner radius lookup. `c` is the fragment position
// relative to the rect's centre. Inside the shader, p.y grows UPWARD:
// `ortho_rect` flips the v_uv axis so v_uv.y=0 maps to the bottom edge
// of the rect in screen space and v_uv.y=1 to the top. So with `c =
// p - size/2`:
// c.x < 0, c.y > 0 → top-left → r.x
// c.x > 0, c.y > 0 → top-right → r.y
// c.x > 0, c.y < 0 → bottom-right → r.z
// c.x < 0, c.y < 0 → bottom-left → r.w
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
float r_max = max(max(u_radii.x, u_radii.y), max(u_radii.z, u_radii.w));
if (r_max <= 0.0 && u_stroke <= 0.0 && u_pad <= 0.0)
{
float a = u_color.a;
gl_FragColor = vec4(u_color.rgb * a, a);
return;
}
vec2 p = v_uv * (u_size + 2.0 * vec2(u_pad)) - vec2(u_pad);
vec2 c = p - u_size * 0.5;
float r = corner_radius(c, u_radii);
r = min(r, min(u_size.x, u_size.y) * 0.5);
vec2 q = abs(c) - (u_size * 0.5 - vec2(r));
float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
// 2-px-wide AA band (half-width 1.0). A narrower (±0.5) band is
// only sampled when pixel centres happen to fall inside it — when
// the rasterizer grid aligns with the edge at subpixel ±0.5 the
// band is jumped over and the transition becomes a binary step
// (visible stair-stepping on curved edges). Doubling the band
// guarantees at least one partial-coverage sample per scanline
// regardless of alignment. The quad pad set by the caller is 1 px
// so this still fits inside the geometry at d ≤ 1.
float coverage;
if (u_stroke > 0.0)
{
float half_w = u_stroke * 0.5;
coverage = 1.0 - smoothstep(half_w - 1.0, half_w + 1.0, abs(d));
} else {
coverage = 1.0 - smoothstep(-1.0, 1.0, d);
}
float a = u_color.a * coverage;
gl_FragColor = vec4(u_color.rgb * a, a);
}
"##;
// Fragment shader for RGBA textured quads (images / icons).
//
// Flips uv.y because images are uploaded top-down (CPU convention: row 0 =
// top of source) but `glTexImage2D` puts the first row at the texture's
// lower-left. With the quad orientation produced by `ortho_rect`, sampling
// `v_uv` directly would draw the source upside-down on screen.
//
// Texture data arrives PREMULTIPLIED — `upload_rgba_texture` premuls the
// straight-alpha CPU buffer once at upload. GL_LINEAR sampling can then
// blend across texel boundaries without halo artefacts (a fully opaque
// black texel next to a fully transparent white texel interpolates to
// `( 0, 0, 0, 0.5 )` instead of the halo-producing `( 0.5, 0.5, 0.5, 0.5 )`
// of straight-alpha interpolation). Multiplying premul by uniform opacity
// preserves the invariant `rgb == rgb_straight * a`.
pub( super ) const TEX_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_sampler;
uniform float u_opacity;
void main()
{
gl_FragColor = texture2D(u_sampler, vec2(v_uv.x, 1.0 - v_uv.y)) * u_opacity;
}
"##;
// Clip-layer composite shader for `set_clip_path`. Path-clipped content is
// drawn to an offscreen layer; this composites that layer onto the canvas
// multiplied by an anti-aliased coverage mask, giving a smooth clipped edge.
// `u_layer` is the full-canvas layer texture (premultiplied), `u_mask` the
// path coverage rasterised over `u_bbox` (x, y, w, h in canvas pixels). The
// quad is drawn over the bbox; `v_uv` runs 0..1 across it. Both FBO-backed
// textures are sampled y-flipped (GL's lower-left origin).
pub( super ) const CLIP_COMPOSITE_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_layer;
uniform sampler2D u_mask;
uniform vec2 u_canvas;
uniform vec4 u_bbox;
void main()
{
// `v_uv.y` runs bottom-to-top in screen space (FBO origin is lower-left, as
// `ortho_rect` + the texture shader's flip establish), so the screen Y of
// this fragment is `bbox.y + (1 - v_uv.y) * bbox.h`.
vec2 sp = vec2( u_bbox.x + v_uv.x * u_bbox.z, u_bbox.y + ( 1.0 - v_uv.y ) * u_bbox.w );
vec2 luv = vec2( sp.x / u_canvas.x, 1.0 - sp.y / u_canvas.y );
vec4 col = texture2D( u_layer, luv );
float cov = texture2D( u_mask, vec2( v_uv.x, 1.0 - v_uv.y ) ).a;
gl_FragColor = col * cov;
}
"##;
// Fragment shader for single-channel glyph textures with color tint.
//
// Glyphs live in a shared GL_LUMINANCE atlas. `u_uv_scale` and `u_uv_offset`
// map the unit quad's (0,0)(1,1) UV range into the glyph's sub-region:
// tex_uv = vec2(v_uv.x, 1 - v_uv.y) * u_uv_scale + u_uv_offset
// The Y-flip (`1 - v_uv.y`) corrects for fontdue bitmaps being stored
// top-row-first while GL tex coords have V=0 at the bottom.
//
// The atlas is GL_R8 on ES3 and GL_LUMINANCE on ES2 (see
// `gles_render/text.rs` module doc and `GlesCanvas::atlas_format`).
// Both formats put the coverage byte in `.r` when sampled, so this
// shader is identical for both.
pub( super ) const GLYPH_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_sampler;
uniform vec4 u_color;
uniform float u_opacity;
uniform vec2 u_uv_offset;
uniform vec2 u_uv_scale;
void main()
{
vec2 uv = vec2(v_uv.x, 1.0 - v_uv.y) * u_uv_scale + u_uv_offset;
float coverage = texture2D(u_sampler, uv).r;
float a = u_color.a * coverage * u_opacity;
gl_FragColor = vec4(u_color.rgb * a, a);
}
"##;
// Batched glyph shader. `a_pos` is pre-transformed into NDC by the
// CPU side (we know the surface size) so the shader has no MVP to
// apply — that lets us upload one VBO and draw every glyph of the
// text run in a single `glDrawArrays`. `a_uv` carries the per-vertex
// atlas coordinate ready to sample.
pub( super ) const GLYPH_BATCH_VERT_SRC: &str = r#"
attribute vec2 a_pos;
attribute vec2 a_uv;
varying vec2 v_uv;
void main()
{
v_uv = a_uv;
gl_Position = vec4(a_pos, 0.0, 1.0);
}
"#;
pub( super ) const GLYPH_BATCH_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_sampler;
uniform vec4 u_color;
uniform float u_opacity;
void main()
{
float coverage = texture2D(u_sampler, v_uv).r;
float a = u_color.a * coverage * u_opacity;
gl_FragColor = vec4(u_color.rgb * a, a);
}
"##;
// Vertex shader for the present-blit: maps the unit quad to fullscreen NDC
// without going through an MVP. UVs are equal to a_pos so the FBO appears
// the same way up on the default framebuffer as it was rendered into the FBO
// (both use GL pixel coords with origin at bottom-left).
pub( super ) const BLIT_VERT_SRC: &str = r#"
attribute vec2 a_pos;
varying vec2 v_uv;
void main()
{
v_uv = a_pos;
gl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);
}
"#;
// Fragment shader for the present-blit: straight texture sample, no opacity.
pub( super ) const BLIT_FRAG_SRC: &str = r#"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_sampler;
void main()
{
gl_FragColor = texture2D(u_sampler, v_uv);
}
"#;
// Fragment shader for inter-FBO blits (used by `blit` to composite a sub-canvas
// back onto its parent). Reuses `VERT_SRC` so the quad is positioned via
// `u_mvp` like any other textured draw. No Y-flip: source and destination are
// both FBOs storing content in GL's native bottom-up convention, so sampling
// at `v_uv` puts the visually-top row of the source on the top of the dest.
//
// `u_fade_bottom_px` feathers the bottom edge of the blit: the last
// `u_fade_bottom_px` visible rows ramp the source alpha linearly from 1.0
// (at the inner edge of the band) to 0.0 (at the very bottom row), so a
// growing viewport does not look like a knife cut against whatever is
// behind it. `v_uv.y == 1.0` is the visually-top row of the source (FBO
// origin is bottom-left), so `v_uv.y * u_height_px` is the distance in
// source pixels from the bottom; the linear ramp falls out of dividing
// that by `u_fade_bottom_px` and clamping. With `u_fade_bottom_px == 0`
// the divide is skipped and the blit stays hard-edged. Linear (not
// smoothstep) because premultiplied output multiplied by a linear alpha
// already reads as a soft fade — smoothstep would compress the ramp into
// fewer effective rows and reintroduce a faint shoulder.
pub( super ) const SUB_BLIT_FRAG_SRC: &str = r#"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_sampler;
uniform float u_opacity;
uniform float u_fade_bottom_px;
uniform float u_height_px;
void main()
{
vec4 c = texture2D(u_sampler, v_uv);
float fade = 1.0;
if (u_fade_bottom_px > 0.0)
{
float y_from_bottom = v_uv.y * u_height_px;
fade = clamp(y_from_bottom / u_fade_bottom_px, 0.0, 1.0);
}
gl_FragColor = c * (u_opacity * fade);
}
"#;
// Linear gradient shader. Samples a CPU-baked 1D LUT (`u_lut`, size
// `gradient_lut::LUT_SAMPLES × 1`, RGBA8, straight-alpha) along the
// CSS linear-gradient convention: the gradient line passes through the
// centre of the rect, `0°` points up, positive angles rotate clockwise.
// Stop positions outside `[0, 1]` are already baked into the LUT via
// linear extrapolation, so the shader only remaps `t` from the extended
// domain `[u_lut_domain_min, u_lut_domain_min + u_lut_domain_span]`
// into the texture's `[0, 1]` sampling range.
//
// The same SDF as `RECT_FRAG_SRC` is reused for the rounded-rect / pill
// silhouette; the coverage multiplies the fragment's alpha before
// premultiplying.
pub( super ) const LINEAR_GRADIENT_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_lut;
uniform vec2 u_dir;
uniform vec2 u_size;
uniform float u_line_length;
uniform vec4 u_radii;
uniform float u_pad;
uniform float u_lut_domain_min;
uniform float u_lut_domain_span;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
vec2 p = v_uv * (u_size + 2.0 * vec2(u_pad)) - vec2(u_pad);
vec2 c = p - u_size * 0.5;
float r = corner_radius(c, u_radii);
r = min(r, min(u_size.x, u_size.y) * 0.5);
vec2 q = abs(c) - (u_size * 0.5 - vec2(r));
float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
// 2-px AA band — see RECT_FRAG_SRC for the grid-alignment rationale.
float coverage = 1.0 - smoothstep(-1.0, 1.0, d);
// Gradient evaluated in rect-local pixel space. `p` already accounts
// for `u_pad` (set by the caller to expand the quad for AA), so the
// gradient direction stays anchored to the original rect even when
// the quad spills outside.
float dist = dot(c, u_dir);
float t = 0.5 + dist / u_line_length;
float t_lut = (t - u_lut_domain_min) / u_lut_domain_span;
vec4 grad = texture2D(u_lut, vec2(clamp(t_lut, 0.0, 1.0), 0.5));
float a = grad.a * coverage;
gl_FragColor = vec4(grad.rgb * a, a);
}
"##;
// Radial gradient shader. `u_center` is in box-relative fractions
// (`[0, 1]` on each axis), `u_radius_frac` is the radial extent in the
// same fractional space. `t = distance(v_uv, u_center) / u_radius_frac`
// so stops at `position == 1.0` fall exactly at the chosen radius.
pub( super ) const RADIAL_GRADIENT_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_lut;
uniform vec2 u_center;
uniform float u_radius_frac;
uniform vec2 u_size;
uniform vec4 u_radii;
uniform float u_pad;
uniform float u_lut_domain_min;
uniform float u_lut_domain_span;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
vec2 p = v_uv * (u_size + 2.0 * vec2(u_pad)) - vec2(u_pad);
vec2 c = p - u_size * 0.5;
float r = corner_radius(c, u_radii);
r = min(r, min(u_size.x, u_size.y) * 0.5);
vec2 q = abs(c) - (u_size * 0.5 - vec2(r));
float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
// 2-px AA band — see RECT_FRAG_SRC for the grid-alignment rationale.
float coverage = 1.0 - smoothstep(-1.0, 1.0, d);
// Centre/extent in box-relative fractions evaluated against `p`
// (which already accounts for `u_pad`), so the radial centre stays
// anchored to the original rect when the quad spills outside.
vec2 t_uv = p / u_size;
float t = distance(t_uv, u_center) / max(u_radius_frac, 1e-6);
float t_lut = (t - u_lut_domain_min) / u_lut_domain_span;
vec4 grad = texture2D(u_lut, vec2(clamp(t_lut, 0.0, 1.0), 0.5));
float a = grad.a * coverage;
gl_FragColor = vec4(grad.rgb * a, a);
}
"##;
// Outer drop shadow shader.
//
// Rather than baking a blurred shape into an intermediate texture via a
// separable Gaussian pass, this uses the analytical soft-shadow
// approximation `exp(-d² / (2σ²))` over the rounded-rect SDF. The maths:
//
// • `d` is the signed distance from the fragment to the (possibly
// spread-expanded) shape. `d < 0` is inside, `d > 0` is outside.
// • `intensity = 1.0` inside the shape, `exp(-d²/2σ²)` outside.
// • `σ = shadow.blur / 2` (CSS blur radius → Gaussian sigma).
//
// The result is visually indistinguishable from a true Gaussian blur for
// small to moderate σ. For very large σ the tail of `exp()` departs from
// a real Gaussian, at which point a real two-pass blur or a correction
// factor would be needed.
//
// Running the shadow as a single analytic pass means there's no need for
// a per-shadow FBO, no ping-pong, and no framebuffer readback: it is all
// one cheap draw call.
// Inner (inset) shadow shader.
//
// Two SDFs cooperate here:
//
// • `d_outer` — the signed distance to the surface itself. Positive
// outside, negative inside. We multiply the final intensity by the
// smooth-step coverage of this SDF so the inset never leaks past the
// shape's own silhouette.
//
// • `d_inner` — the signed distance to the shape shifted by
// `shadow.offset` and eroded by `shadow.spread`. This is the "hole"
// the inset falls into: `d_inner ≥ 0` means the pixel is on the
// shadow side of the offset edge (full intensity); `d_inner < 0`
// means the pixel is deeper into the unshadowed interior, where the
// intensity decays as `exp(-d_inner² / (2σ²))`.
//
// Together they reproduce the CSS `inset` semantics: the shadow sits
// inside the rounded rect, biased toward the side opposite `offset`,
// and fades toward the middle with a Gaussian falloff. Premul output
// matches the rest of the pipeline.
pub( super ) const SHADOW_INSET_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform vec2 u_size;
uniform vec2 u_padding;
uniform vec4 u_radii;
uniform float u_spread;
uniform float u_sigma;
uniform vec2 u_offset;
uniform vec4 u_color;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
vec2 p = v_uv * (u_size + 2.0 * u_padding) - u_padding;
vec2 c = p - u_size * 0.5;
// Outer SDF: the shape itself, untransformed. Used to clip the inset
// to the silhouette. 2-px AA band — see RECT_FRAG_SRC.
vec2 half_outer = u_size * 0.5;
float r_outer = corner_radius(c, u_radii);
r_outer = min(r_outer, min(half_outer.x, half_outer.y));
vec2 q_outer = abs(c) - (half_outer - vec2(r_outer));
float d_outer = min(max(q_outer.x, q_outer.y), 0.0) + length(max(q_outer, 0.0)) - r_outer;
float outer_coverage = 1.0 - smoothstep(-1.0, 1.0, d_outer);
// Inner SDF: the shape shifted by offset and eroded by spread. Its
// distance drives the Gaussian falloff. The inner radii match the
// outer per-corner shape, eroded by `u_spread` (clamped at zero).
vec2 p_shifted = p - u_offset;
vec2 c_shifted = p_shifted - u_size * 0.5;
vec2 half_inner = half_outer - vec2(u_spread);
// Degenerate case: spread larger than half the shape erodes it to a
// point. Guard so `half_inner` never goes negative.
half_inner = max(half_inner, vec2(1e-3));
vec4 inner_radii = max(u_radii - vec4(u_spread), vec4(0.0));
float r_inner = corner_radius(c_shifted, inner_radii);
r_inner = min(r_inner, min(half_inner.x, half_inner.y));
vec2 q_inner = abs(c_shifted) - (half_inner - vec2(r_inner));
float d_inner = min(max(q_inner.x, q_inner.y), 0.0) + length(max(q_inner, 0.0)) - r_inner;
float intensity;
if (d_inner >= 0.0)
{
intensity = 1.0;
}
else
{
float s = max(u_sigma, 0.5);
intensity = exp(-(d_inner * d_inner) / (2.0 * s * s));
}
intensity *= outer_coverage;
float a = u_color.a * intensity;
gl_FragColor = vec4(u_color.rgb * a, a);
}
"##;
pub( super ) const SHADOW_OUTER_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform vec2 u_size;
uniform vec2 u_padding;
uniform vec4 u_radii;
uniform float u_spread;
uniform float u_sigma;
uniform vec4 u_color;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
vec2 p = v_uv * (u_size + 2.0 * u_padding) - u_padding;
vec2 c = p - u_size * 0.5;
vec2 half_sz = u_size * 0.5 + vec2(u_spread);
// Per-corner shadow radius — outer shape grown uniformly by spread.
vec4 r_base = max(u_radii + vec4(u_spread), vec4(0.0));
float r = corner_radius(c, r_base);
r = min(r, min(half_sz.x, half_sz.y));
vec2 q = abs(c) - (half_sz - vec2(r));
float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
float intensity;
if (d <= 0.0)
{
intensity = 1.0;
}
else
{
float s = max(u_sigma, 0.5);
intensity = exp(-(d * d) / (2.0 * s * s));
}
float a = u_color.a * intensity;
gl_FragColor = vec4(u_color.rgb * a, a);
}
"##;
// Horizontal Gaussian blur for the backdrop pipeline. Part one of the
// separable-Gaussian pair: samples the aux_a snapshot horizontally and
// writes to aux_b at the fragment's pixel position. Drawn over a
// vertically-extended surface rect so the vertical pass — which reads
// aux_b up to ±3σ away from each target pixel — has valid data wherever
// it samples. `u_canvas_size` maps `gl_FragCoord` into the aux texture,
// and the aux pair is sized to the main FBO so that mapping is trivial.
//
// Kernel: 41 taps (`RADIUS = 20`), weights computed inline as
// `exp(-i²/(2σ²))` and normalized by the sum. At σ ≈ 11 this captures
// ~93 % of the Gaussian mass — the remainder is a faint tail that is
// visually imperceptible. For σ past ~15 the kernel radius would need
// to grow or a downsample pass would be required; everything else in
// the pipeline already deals in σ and would not change.
pub( super ) const BACKDROP_BLUR_H_FRAG_SRC: &str = r#"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_source;
uniform vec2 u_texel;
uniform vec2 u_canvas_size;
uniform float u_sigma;
void main()
{
const int RADIUS = 20;
vec2 uv = gl_FragCoord.xy / u_canvas_size;
vec4 total = vec4(0.0);
float total_w = 0.0;
for (int i = -RADIUS; i <= RADIUS; i++)
{
float fi = float(i);
float w = exp(-(fi * fi) / (2.0 * u_sigma * u_sigma));
total += texture2D(u_source, uv + fi * u_texel) * w;
total_w += w;
}
gl_FragColor = total / total_w;
}
"#;
// Vertical Gaussian blur + SDF clip + tint, the last pass of the
// backdrop pipeline. Runs on a quad matching the surface rect and
// writes to the main FBO.
//
// Per fragment: (1) computes the rounded-rect SDF coverage just like
// the rect shader so the backdrop is clipped to the surface shape with
// a 1-pixel anti-aliased edge; (2) samples `u_source` (the H-blurred
// aux_b) vertically with the same 41-tap Gaussian as the H pass; (3)
// applies the optional `u_tint` over the blurred sample using standard
// premul-over math; (4) outputs premultiplied with `alpha = coverage`.
//
// Alpha handling. The output is `(result_rgb * coverage, coverage)` —
// not `(result_rgb * coverage * result_a, coverage * result_a)`. The
// snapshot holds premultiplied content that is effectively opaque
// inside the canvas (every pixel has been written by some draw, even
// if that draw was `clear(0,0,0,0)`; the FBO is never sampled outside
// the canvas bounds). Treating the blurred sample's alpha as 1.0 at
// output time means the composite pass REPLACES the base pixel inside
// the surface shape with the tinted blurred content, rather than
// alpha-blending on top of it. That is the correct semantics for
// `backdrop-filter`: you want the original content to disappear
// entirely where the surface covers it, replaced by the blurred
// version.
//
// `fill_backdrop` runs this before outer shadows / fill / insets so
// later passes composite on top of the blurred backdrop.
pub( super ) const BACKDROP_COMPOSITE_FRAG_SRC: &str = r#"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_source;
uniform vec2 u_canvas_size;
uniform vec2 u_texel;
uniform float u_sigma;
uniform vec2 u_size;
uniform vec2 u_padding;
uniform vec4 u_radii;
uniform vec4 u_tint;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
const int RADIUS = 20;
// Rounded-rect SDF clip. 2-px AA band — see RECT_FRAG_SRC.
vec2 p = v_uv * (u_size + 2.0 * u_padding) - u_padding;
vec2 c = p - u_size * 0.5;
vec2 half_sz = u_size * 0.5;
float r = corner_radius(c, u_radii);
r = min(r, min(half_sz.x, half_sz.y));
vec2 q = abs(c) - (half_sz - vec2(r));
float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
float coverage = 1.0 - smoothstep(-1.0, 1.0, d);
if (coverage <= 0.0) { discard; }
// Vertical Gaussian on the H-blurred source.
vec2 uv = gl_FragCoord.xy / u_canvas_size;
vec4 total = vec4(0.0);
float total_w = 0.0;
for (int i = -RADIUS; i <= RADIUS; i++)
{
float fi = float(i);
float w = exp(-(fi * fi) / (2.0 * u_sigma * u_sigma));
total += texture2D(u_source, uv + fi * u_texel) * w;
total_w += w;
}
vec4 blurred = total / total_w;
// Optional tint, "tint over blurred" in premul space.
vec3 tint_premul = u_tint.rgb * u_tint.a;
vec3 result_rgb = tint_premul + blurred.rgb * (1.0 - u_tint.a);
gl_FragColor = vec4(result_rgb * coverage, coverage);
}
"#;
// ── Fast (low-quality) variants of the backdrop shaders ────────────────
//
// Same separable-Gaussian pipeline as the full-quality pair above, but
// with `RADIUS = 4` instead of `RADIUS = 20`. That cuts each pass from
// 41 taps to 9 — a ~4.5× reduction in fragment-shader work — and
// shrinks the snapshot region the renderer has to copy from the main
// FBO from `target ± 21` to `target ± 5` pixels. Used during motion
// via [`super::low_quality_paint`]; the static frame is painted with
// the full-quality pair.
//
// `u_sigma` is still a uniform so the CPU side can clamp it to a
// value compatible with the smaller kernel (typically ≤ 2.0), keeping
// the kernel a sensible Gaussian rather than a sharply truncated one.
// Visually this means a thinner blur band during motion, which fades
// back to the full blur on the static frame.
pub( super ) const BACKDROP_FAST_BLUR_H_FRAG_SRC: &str = r#"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_source;
uniform vec2 u_texel;
uniform vec2 u_canvas_size;
uniform float u_sigma;
void main()
{
const int RADIUS = 4;
vec2 uv = gl_FragCoord.xy / u_canvas_size;
vec4 total = vec4(0.0);
float total_w = 0.0;
for (int i = -RADIUS; i <= RADIUS; i++)
{
float fi = float(i);
float w = exp(-(fi * fi) / (2.0 * u_sigma * u_sigma));
total += texture2D(u_source, uv + fi * u_texel) * w;
total_w += w;
}
gl_FragColor = total / total_w;
}
"#;
pub( super ) const BACKDROP_FAST_COMPOSITE_FRAG_SRC: &str = r#"
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_source;
uniform vec2 u_canvas_size;
uniform vec2 u_texel;
uniform float u_sigma;
uniform vec2 u_size;
uniform vec2 u_padding;
uniform vec4 u_radii;
uniform vec4 u_tint;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
const int RADIUS = 4;
// Rounded-rect SDF clip — identical to the full-quality variant.
vec2 p = v_uv * (u_size + 2.0 * u_padding) - u_padding;
vec2 c = p - u_size * 0.5;
vec2 half_sz = u_size * 0.5;
float r = corner_radius(c, u_radii);
r = min(r, min(half_sz.x, half_sz.y));
vec2 q = abs(c) - (half_sz - vec2(r));
float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
float coverage = 1.0 - smoothstep(-1.0, 1.0, d);
if (coverage <= 0.0) { discard; }
vec2 uv = gl_FragCoord.xy / u_canvas_size;
vec4 total = vec4(0.0);
float total_w = 0.0;
for (int i = -RADIUS; i <= RADIUS; i++)
{
float fi = float(i);
float w = exp(-(fi * fi) / (2.0 * u_sigma * u_sigma));
total += texture2D(u_source, uv + fi * u_texel) * w;
total_w += w;
}
vec4 blurred = total / total_w;
vec3 tint_premul = u_tint.rgb * u_tint.a;
vec3 result_rgb = tint_premul + blurred.rgb * (1.0 - u_tint.a);
gl_FragColor = vec4(result_rgb * coverage, coverage);
}
"#;
// Inset shadow with CSS `Overlay` blend. Uses the same SDF dance as
// `SHADOW_INSET_FRAG_SRC` to compute `intensity` (outer-silhouette clip
// + Gaussian falloff from the offset-shifted inner SDF), then samples
// the snapshotted FBO content under the fragment and applies the
// per-channel Overlay formula:
//
// overlay(base, src) = base < 0.5 ? 2 * base * src
// : 1 - 2 * (1 - base) * (1 - src)
//
// Output is premultiplied with `mask = u_color.a * intensity` — so the
// standard `(ONE, ONE_MINUS_SRC_ALPHA)` blend on top of the main FBO
// yields `result = overlay_rgb * mask + base * (1 - mask)`, i.e. the
// Overlay effect modulated by the shadow mask, composed onto the
// original backdrop. The snapshot texture holds premultiplied content
// matching the main FBO, so we unpremultiply before applying Overlay.
//
// `u_canvas_size` is the main FBO's pixel size. `gl_FragCoord` has its
// origin at bottom-left in GLES, which matches the FBO's native
// orientation, so `gl_FragCoord.xy / u_canvas_size` gives the texture
// coordinates of the pixel we're about to write to. No Y-flip needed.
pub( super ) const SHADOW_INSET_OVERLAY_FRAG_SRC: &str = r##"
precision mediump float;
varying vec2 v_uv;
uniform vec2 u_size;
uniform vec2 u_padding;
uniform vec4 u_radii;
uniform float u_spread;
uniform float u_sigma;
uniform vec2 u_offset;
uniform vec4 u_color;
uniform sampler2D u_snapshot;
uniform vec2 u_canvas_size;
// Per-fragment corner radius lookup — see RECT_FRAG_SRC for the
// quadrant convention.
float corner_radius(vec2 c, vec4 r)
{
float top = (c.x < 0.0) ? r.x : r.y;
float bottom = (c.x < 0.0) ? r.w : r.z;
return (c.y > 0.0) ? top : bottom;
}
void main()
{
vec2 p = v_uv * (u_size + 2.0 * u_padding) - u_padding;
vec2 c = p - u_size * 0.5;
// Outer silhouette clip — same as SHADOW_INSET_FRAG_SRC, 2-px AA band.
vec2 half_outer = u_size * 0.5;
float r_outer = corner_radius(c, u_radii);
r_outer = min(r_outer, min(half_outer.x, half_outer.y));
vec2 q_outer = abs(c) - (half_outer - vec2(r_outer));
float d_outer = min(max(q_outer.x, q_outer.y), 0.0) + length(max(q_outer, 0.0)) - r_outer;
float outer_coverage = 1.0 - smoothstep(-1.0, 1.0, d_outer);
// Offset-shifted inner SDF → Gaussian intensity. Per-corner inner
// radii match the outer shape eroded by `u_spread`.
vec2 p_shifted = p - u_offset;
vec2 c_shifted = p_shifted - u_size * 0.5;
vec2 half_inner = half_outer - vec2(u_spread);
half_inner = max(half_inner, vec2(1e-3));
vec4 inner_radii = max(u_radii - vec4(u_spread), vec4(0.0));
float r_inner = corner_radius(c_shifted, inner_radii);
r_inner = min(r_inner, min(half_inner.x, half_inner.y));
vec2 q_inner = abs(c_shifted) - (half_inner - vec2(r_inner));
float d_inner = min(max(q_inner.x, q_inner.y), 0.0) + length(max(q_inner, 0.0)) - r_inner;
float intensity;
if (d_inner >= 0.0)
{
intensity = 1.0;
}
else
{
float s = max(u_sigma, 0.5);
intensity = exp(-(d_inner * d_inner) / (2.0 * s * s));
}
intensity *= outer_coverage;
float mask = u_color.a * intensity;
// Sample the snapshot at the fragment's FBO position. The snapshot
// holds premultiplied content; divide by alpha before applying the
// straight-alpha Overlay formula. Guard alpha=0 to avoid NaNs.
vec2 snap_uv = gl_FragCoord.xy / u_canvas_size;
vec4 snap = texture2D(u_snapshot, snap_uv);
vec3 base = snap.a > 0.0 ? snap.rgb / snap.a : vec3(0.0);
vec3 src = u_color.rgb;
// Per-channel Overlay. `step(0.5, base)` yields 0 where base < 0.5
// and 1 otherwise; `mix` picks multiply vs screen accordingly.
vec3 multiply = 2.0 * base * src;
vec3 screen = 1.0 - 2.0 * (1.0 - base) * (1.0 - src);
vec3 overlay = mix(multiply, screen, step(0.5, base));
// Output premul: `(overlay * mask, mask)`. Combined with the premul
// over blend this replaces the base by `overlay` wherever mask == 1
// and leaves it untouched where mask == 0.
gl_FragColor = vec4(overlay * mask, mask);
}
"##;