@solidtv/renderer 1.5.4 → 1.5.5

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Files changed (65) hide show
  1. package/dist/exports/canvas-shaders.d.ts +1 -0
  2. package/dist/exports/canvas-shaders.js +1 -0
  3. package/dist/exports/canvas-shaders.js.map +1 -1
  4. package/dist/exports/index.d.ts +1 -0
  5. package/dist/exports/index.js +1 -0
  6. package/dist/exports/index.js.map +1 -1
  7. package/dist/exports/webgl-shaders.d.ts +1 -0
  8. package/dist/exports/webgl-shaders.js +1 -0
  9. package/dist/exports/webgl-shaders.js.map +1 -1
  10. package/dist/src/core/CoreShaderManager.js +16 -2
  11. package/dist/src/core/CoreShaderManager.js.map +1 -1
  12. package/dist/src/core/lib/WebGlContextWrapper.d.ts +13 -0
  13. package/dist/src/core/lib/WebGlContextWrapper.js +15 -0
  14. package/dist/src/core/lib/WebGlContextWrapper.js.map +1 -1
  15. package/dist/src/core/renderers/canvas/CanvasRenderer.d.ts +10 -0
  16. package/dist/src/core/renderers/canvas/CanvasRenderer.js +19 -0
  17. package/dist/src/core/renderers/canvas/CanvasRenderer.js.map +1 -1
  18. package/dist/src/core/renderers/webgl/WebGlRenderer.js +14 -1
  19. package/dist/src/core/renderers/webgl/WebGlRenderer.js.map +1 -1
  20. package/dist/src/core/shaders/canvas/EdgeFade.d.ts +10 -0
  21. package/dist/src/core/shaders/canvas/EdgeFade.js +92 -0
  22. package/dist/src/core/shaders/canvas/EdgeFade.js.map +1 -0
  23. package/dist/src/core/shaders/canvas/LinearGradient.js +1 -18
  24. package/dist/src/core/shaders/canvas/LinearGradient.js.map +1 -1
  25. package/dist/src/core/shaders/templates/EdgeFadeTemplate.d.ts +32 -0
  26. package/dist/src/core/shaders/templates/EdgeFadeTemplate.js +9 -0
  27. package/dist/src/core/shaders/templates/EdgeFadeTemplate.js.map +1 -0
  28. package/dist/src/core/shaders/webgl/EdgeFade.d.ts +9 -0
  29. package/dist/src/core/shaders/webgl/EdgeFade.js +74 -0
  30. package/dist/src/core/shaders/webgl/EdgeFade.js.map +1 -0
  31. package/dist/src/core/shaders/webgl/LinearGradient.js +31 -51
  32. package/dist/src/core/shaders/webgl/LinearGradient.js.map +1 -1
  33. package/dist/src/core/shaders/webgl/RadialGradient.js +2 -2
  34. package/dist/src/core/shaders/webgl/RadialProgress.js +7 -0
  35. package/dist/src/core/shaders/webgl/RadialProgress.js.map +1 -1
  36. package/dist/src/core/text-rendering/SdfFontHandler.d.ts +1 -0
  37. package/dist/src/core/text-rendering/SdfFontHandler.js +88 -51
  38. package/dist/src/core/text-rendering/SdfFontHandler.js.map +1 -1
  39. package/dist/src/core/textures/ImageTexture.js +2 -1
  40. package/dist/src/core/textures/ImageTexture.js.map +1 -1
  41. package/dist/tsconfig.dist.tsbuildinfo +1 -1
  42. package/exports/canvas-shaders.ts +1 -0
  43. package/exports/index.ts +1 -0
  44. package/exports/webgl-shaders.ts +1 -0
  45. package/package.json +1 -1
  46. package/src/core/CoreShaderManager.contextLoss.test.ts +72 -0
  47. package/src/core/CoreShaderManager.ts +15 -2
  48. package/src/core/lib/WebGlContextWrapper.ts +16 -0
  49. package/src/core/renderers/canvas/CanvasRenderer.ts +20 -0
  50. package/src/core/renderers/webgl/WebGlRenderer.contextLoss.test.ts +49 -0
  51. package/src/core/renderers/webgl/WebGlRenderer.ts +13 -1
  52. package/src/core/shaders/canvas/EdgeFade.ts +105 -0
  53. package/src/core/shaders/canvas/LinearGradient.test.ts +45 -0
  54. package/src/core/shaders/canvas/LinearGradient.ts +1 -18
  55. package/src/core/shaders/templates/EdgeFadeTemplate.test.ts +35 -0
  56. package/src/core/shaders/templates/EdgeFadeTemplate.ts +41 -0
  57. package/src/core/shaders/webgl/EdgeFade.ts +84 -0
  58. package/src/core/shaders/webgl/LinearGradient.test.ts +70 -0
  59. package/src/core/shaders/webgl/LinearGradient.ts +36 -51
  60. package/src/core/shaders/webgl/RadialGradient.ts +2 -2
  61. package/src/core/shaders/webgl/RadialProgress.ts +7 -0
  62. package/src/core/text-rendering/SdfFontHandler.ts +77 -30
  63. package/src/core/text-rendering/tests/SdfFontHandler.test.ts +181 -35
  64. package/src/core/textures/ImageTexture.test.ts +91 -0
  65. package/src/core/textures/ImageTexture.ts +4 -1
@@ -0,0 +1,105 @@
1
+ import type { CanvasShaderType } from '../../renderers/canvas/CanvasShaderNode.js';
2
+ import type { CanvasRenderer } from '../../renderers/canvas/CanvasRenderer.js';
3
+ import {
4
+ EdgeFadeTemplate,
5
+ type EdgeFadeProps,
6
+ } from '../templates/EdgeFadeTemplate.js';
7
+
8
+ // Shared scratch canvas, grown on demand and reused across all EdgeFade nodes.
9
+ // Rendering is single-threaded and non-reentrant so one scratch is enough.
10
+ let scratchCanvas: HTMLCanvasElement | null = null;
11
+ let scratchCtx: CanvasRenderingContext2D | null = null;
12
+
13
+ /**
14
+ * Canvas2D implementation of {@link EdgeFade}: the node's content is drawn
15
+ * into an offscreen canvas, the edge ramps are erased with destination-out
16
+ * gradients, and the result is composited onto the main canvas. This keeps
17
+ * the background behind the node intact, which a destination-out pass on the
18
+ * main canvas could not.
19
+ */
20
+ export const EdgeFade: CanvasShaderType<EdgeFadeProps> = {
21
+ props: EdgeFadeTemplate.props,
22
+ render(ctx, node, renderContext) {
23
+ const props = this.props!;
24
+ const left = props.left;
25
+ const top = props.top;
26
+ const right = props.right;
27
+ const bottom = props.bottom;
28
+
29
+ if (left <= 0 && top <= 0 && right <= 0 && bottom <= 0) {
30
+ renderContext();
31
+ return;
32
+ }
33
+
34
+ const w = node.props.w;
35
+ const h = node.props.h;
36
+ if (w <= 0 || h <= 0) {
37
+ return;
38
+ }
39
+
40
+ const pr = this.stage.pixelRatio;
41
+ const sw = w * pr;
42
+ const sh = h * pr;
43
+
44
+ if (scratchCanvas === null) {
45
+ scratchCanvas = document.createElement('canvas');
46
+ scratchCtx = scratchCanvas.getContext('2d') as CanvasRenderingContext2D;
47
+ }
48
+ const sctx = scratchCtx!;
49
+
50
+ if (scratchCanvas.width < sw || scratchCanvas.height < sh) {
51
+ // Growing the canvas implicitly clears it
52
+ scratchCanvas.width = Math.ceil(sw);
53
+ scratchCanvas.height = Math.ceil(sh);
54
+ } else {
55
+ sctx.setTransform(1, 0, 0, 1, 0, 0);
56
+ sctx.clearRect(0, 0, sw, sh);
57
+ }
58
+
59
+ // Draw the node's content at the scratch origin
60
+ const tx = node.globalTransform!.tx;
61
+ const ty = node.globalTransform!.ty;
62
+ sctx.setTransform(pr, 0, 0, pr, -tx * pr, -ty * pr);
63
+ (this.stage.renderer as CanvasRenderer).renderNodeContent(node, sctx);
64
+ sctx.setTransform(1, 0, 0, 1, 0, 0);
65
+
66
+ // Erase each edge with a linear ramp. Sequential destination-out passes
67
+ // multiply: dst *= (1 - g), matching the WebGL ramp product.
68
+ sctx.globalCompositeOperation = 'destination-out';
69
+ if (left > 0) {
70
+ const d = left * pr;
71
+ const g = sctx.createLinearGradient(0, 0, d, 0);
72
+ g.addColorStop(0, 'rgba(0,0,0,1)');
73
+ g.addColorStop(1, 'rgba(0,0,0,0)');
74
+ sctx.fillStyle = g;
75
+ sctx.fillRect(0, 0, d, sh);
76
+ }
77
+ if (top > 0) {
78
+ const d = top * pr;
79
+ const g = sctx.createLinearGradient(0, 0, 0, d);
80
+ g.addColorStop(0, 'rgba(0,0,0,1)');
81
+ g.addColorStop(1, 'rgba(0,0,0,0)');
82
+ sctx.fillStyle = g;
83
+ sctx.fillRect(0, 0, sw, d);
84
+ }
85
+ if (right > 0) {
86
+ const d = right * pr;
87
+ const g = sctx.createLinearGradient(sw - d, 0, sw, 0);
88
+ g.addColorStop(0, 'rgba(0,0,0,0)');
89
+ g.addColorStop(1, 'rgba(0,0,0,1)');
90
+ sctx.fillStyle = g;
91
+ sctx.fillRect(sw - d, 0, d, sh);
92
+ }
93
+ if (bottom > 0) {
94
+ const d = bottom * pr;
95
+ const g = sctx.createLinearGradient(0, sh - d, 0, sh);
96
+ g.addColorStop(0, 'rgba(0,0,0,0)');
97
+ g.addColorStop(1, 'rgba(0,0,0,1)');
98
+ sctx.fillStyle = g;
99
+ sctx.fillRect(0, sh - d, sw, d);
100
+ }
101
+ sctx.globalCompositeOperation = 'source-over';
102
+
103
+ ctx.drawImage(scratchCanvas, 0, 0, sw, sh, tx, ty, w, h);
104
+ },
105
+ };
@@ -0,0 +1,45 @@
1
+ import { describe, expect, it } from 'vitest';
2
+ import { LinearGradient } from './LinearGradient.js';
3
+ import { normalizeCanvasColor } from '../../lib/colorCache.js';
4
+
5
+ /**
6
+ * Invoke the canvas LinearGradient `update()` with a minimal fake shader node
7
+ * and return the computed CSS color strings.
8
+ */
9
+ function computeColors(colors: number[]): string[] {
10
+ const ctx = {
11
+ props: { colors, stops: [0, 1], angle: 0 },
12
+ computed: undefined as unknown,
13
+ toColorString: (value: number) => normalizeCanvasColor(value, true),
14
+ };
15
+ // Colors are RGBA encoded (alpha in the low byte) — see parseToRgbaString.
16
+ LinearGradient.update!.call(ctx as never, { w: 100, h: 100 } as never);
17
+ return (ctx.computed as { colors: string[] }).colors;
18
+ }
19
+
20
+ describe('canvas LinearGradient color mapping', () => {
21
+ it('preserves per-stop alpha (no opaque fallback)', () => {
22
+ // 0x00ff0080 is a half-transparent green stop. The previous
23
+ // "nearest opaque RGB" workaround mis-read the high byte as alpha
24
+ // (it is actually red in RGBA) and overwrote the low byte, turning
25
+ // transparent stops solid. The faithful mapping must keep alpha ~0.5.
26
+ const [opaqueRed, halfGreen] = computeColors([0xff0000ff, 0x00ff0080]);
27
+
28
+ expect(opaqueRed).toBe('rgba(255,0,0,1)');
29
+ expect(halfGreen).toBe(`rgba(0,255,0,${0x80 / 255})`);
30
+ });
31
+
32
+ it('keeps fully transparent stops transparent', () => {
33
+ const [, transparent] = computeColors([0x000000ff, 0x00000000]);
34
+ expect(transparent).toBe('rgba(0,0,0,0)');
35
+ });
36
+
37
+ it('maps every stop straight through toColorString', () => {
38
+ const colors = [0xff0000ff, 0x00ff00ff, 0x0000ffff];
39
+ expect(computeColors(colors)).toEqual([
40
+ 'rgba(255,0,0,1)',
41
+ 'rgba(0,255,0,1)',
42
+ 'rgba(0,0,255,1)',
43
+ ]);
44
+ });
45
+ });
@@ -31,24 +31,7 @@ export const LinearGradient: CanvasShaderType<
31
31
  y0: line * Math.sin(angle) + nHeight * 0.5,
32
32
  x1: line * Math.cos(angle + Math.PI) + nWidth * 0.5,
33
33
  y1: line * Math.sin(angle + Math.PI) + nHeight * 0.5,
34
- colors: this.props!.colors.map((value, i, arr) => {
35
- const alpha = (value >>> 24) & 0xff;
36
- if (alpha === 0) {
37
- let nearestRGB = value & 0x00ffffff;
38
- for (let step = 1; step < arr.length; step++) {
39
- if (i - step >= 0 && ((arr[i - step]! >>> 24) & 0xff) > 0) {
40
- nearestRGB = arr[i - step]! & 0x00ffffff;
41
- break;
42
- }
43
- if (i + step < arr.length && ((arr[i + step]! >>> 24) & 0xff) > 0) {
44
- nearestRGB = arr[i + step]! & 0x00ffffff;
45
- break;
46
- }
47
- }
48
- value = (value & 0xff000000) | nearestRGB;
49
- }
50
- return this.toColorString(value);
51
- }),
34
+ colors: this.props!.colors.map((value) => this.toColorString(value)),
52
35
  };
53
36
  },
54
37
  render(ctx, node, renderContext) {
@@ -0,0 +1,35 @@
1
+ import { describe, it, expect } from 'vitest';
2
+ import { EdgeFadeTemplate, type EdgeFadeProps } from './EdgeFadeTemplate.js';
3
+ import { resolveShaderProps } from '../../renderers/CoreShaderNode.js';
4
+
5
+ function resolve(input: Partial<EdgeFadeProps>): EdgeFadeProps {
6
+ const props = { ...input } as Record<string, unknown>;
7
+ resolveShaderProps(props, EdgeFadeTemplate.props as never);
8
+ return props as unknown as EdgeFadeProps;
9
+ }
10
+
11
+ describe('EdgeFadeTemplate', () => {
12
+ it('defaults all edges to 0 (no fade)', () => {
13
+ const props = resolve({});
14
+ expect(props.left).toBe(0);
15
+ expect(props.top).toBe(0);
16
+ expect(props.right).toBe(0);
17
+ expect(props.bottom).toBe(0);
18
+ });
19
+
20
+ it('passes through a single edge, leaving others at 0', () => {
21
+ const props = resolve({ right: 420 });
22
+ expect(props.right).toBe(420);
23
+ expect(props.left).toBe(0);
24
+ expect(props.top).toBe(0);
25
+ expect(props.bottom).toBe(0);
26
+ });
27
+
28
+ it('passes through all edges', () => {
29
+ const props = resolve({ left: 10, top: 20, right: 30, bottom: 40 });
30
+ expect(props.left).toBe(10);
31
+ expect(props.top).toBe(20);
32
+ expect(props.right).toBe(30);
33
+ expect(props.bottom).toBe(40);
34
+ });
35
+ });
@@ -0,0 +1,41 @@
1
+ import type { CoreShaderType } from '../../renderers/CoreShaderNode.js';
2
+
3
+ /**
4
+ * Properties of the {@link EdgeFade} shader
5
+ */
6
+ export interface EdgeFadeProps {
7
+ /**
8
+ * Fade distance in pixels from the left edge. Alpha ramps 0 → 1 over this
9
+ * distance. 0 disables the fade for this edge.
10
+ *
11
+ * @default 0
12
+ */
13
+ left: number;
14
+ /**
15
+ * Fade distance in pixels from the top edge.
16
+ *
17
+ * @default 0
18
+ */
19
+ top: number;
20
+ /**
21
+ * Fade distance in pixels from the right edge.
22
+ *
23
+ * @default 0
24
+ */
25
+ right: number;
26
+ /**
27
+ * Fade distance in pixels from the bottom edge.
28
+ *
29
+ * @default 0
30
+ */
31
+ bottom: number;
32
+ }
33
+
34
+ export const EdgeFadeTemplate: CoreShaderType<EdgeFadeProps> = {
35
+ props: {
36
+ left: 0,
37
+ top: 0,
38
+ right: 0,
39
+ bottom: 0,
40
+ },
41
+ };
@@ -0,0 +1,84 @@
1
+ import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
2
+ import {
3
+ EdgeFadeTemplate,
4
+ type EdgeFadeProps,
5
+ } from '../templates/EdgeFadeTemplate.js';
6
+
7
+ /**
8
+ * Multiplies the node's alpha by a linear ramp inward from each edge with a
9
+ * non-zero fade distance, revealing whatever is rendered behind the node.
10
+ * Unlike {@link LinearGradient} this masks the texture's own alpha instead of
11
+ * blending a gradient color over its RGB.
12
+ */
13
+ export const EdgeFade: WebGlShaderType<EdgeFadeProps> = {
14
+ props: EdgeFadeTemplate.props,
15
+ update() {
16
+ const props = this.props!;
17
+ // Reciprocals are uploaded so the fragment shader needs no division and
18
+ // no zero-guard branch: 1e6 saturates clamp(px * recip) to 1.0 within a
19
+ // fraction of a pixel, which is exactly "no fade on this edge".
20
+ this.uniform4f(
21
+ 'u_fadeRecip',
22
+ props.left > 0 ? 1 / props.left : 1e6,
23
+ props.top > 0 ? 1 / props.top : 1e6,
24
+ props.right > 0 ? 1 / props.right : 1e6,
25
+ props.bottom > 0 ? 1 / props.bottom : 1e6,
26
+ );
27
+ },
28
+ vertex: `
29
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
30
+ precision highp float;
31
+ # else
32
+ precision mediump float;
33
+ # endif
34
+
35
+ attribute vec2 a_position;
36
+ attribute vec2 a_textureCoords;
37
+ attribute vec4 a_color;
38
+ attribute vec2 a_nodeCoords;
39
+
40
+ uniform vec2 u_resolution;
41
+ uniform float u_pixelRatio;
42
+
43
+ varying vec4 v_color;
44
+ varying vec2 v_textureCoords;
45
+ varying vec2 v_nodeCoords;
46
+
47
+ void main() {
48
+ vec2 normalized = a_position * u_pixelRatio / u_resolution;
49
+ vec2 zero_two = normalized * 2.0;
50
+ vec2 clip_space = zero_two - 1.0;
51
+
52
+ v_color = a_color;
53
+ v_textureCoords = a_textureCoords;
54
+ v_nodeCoords = a_nodeCoords;
55
+
56
+ gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1);
57
+ }
58
+ `,
59
+ fragment: `
60
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
61
+ precision highp float;
62
+ # else
63
+ precision mediump float;
64
+ # endif
65
+
66
+ uniform vec2 u_dimensions;
67
+ uniform sampler2D u_texture;
68
+ uniform vec4 u_fadeRecip;
69
+
70
+ varying vec4 v_color;
71
+ varying vec2 v_textureCoords;
72
+ varying vec2 v_nodeCoords;
73
+
74
+ void main() {
75
+ vec4 color = v_color * texture2D(u_texture, v_textureCoords);
76
+ vec2 px = v_nodeCoords * u_dimensions;
77
+ float fade = clamp(px.x * u_fadeRecip.x, 0.0, 1.0)
78
+ * clamp(px.y * u_fadeRecip.y, 0.0, 1.0)
79
+ * clamp((u_dimensions.x - px.x) * u_fadeRecip.z, 0.0, 1.0)
80
+ * clamp((u_dimensions.y - px.y) * u_fadeRecip.w, 0.0, 1.0);
81
+ gl_FragColor = color * fade;
82
+ }
83
+ `,
84
+ };
@@ -0,0 +1,70 @@
1
+ import { describe, expect, it } from 'vitest';
2
+ import { LinearGradient } from './LinearGradient.js';
3
+
4
+ interface GradUniforms {
5
+ a: [number, number];
6
+ b: number;
7
+ }
8
+
9
+ /**
10
+ * Invoke the WebGL LinearGradient `update()` with a fake shader node that
11
+ * captures the gradient uniforms (`u_grad_a` / `u_grad_b`). The fragment
12
+ * shader computes `dist = dot(v_textureCoords, u_grad_a) + u_grad_b`, so these
13
+ * uniforms fully define the gradient ramp.
14
+ */
15
+ function computeGrad(angle: number, w: number, h: number): GradUniforms {
16
+ const out: GradUniforms = { a: [0, 0], b: 0 };
17
+ const ctx = {
18
+ props: { colors: [0x000000ff, 0xffffffff], stops: [0, 1], angle },
19
+ uniform2f: (name: string, v0: number, v1: number) => {
20
+ if (name === 'u_grad_a') out.a = [v0, v1];
21
+ },
22
+ uniform1f: (name: string, v: number) => {
23
+ if (name === 'u_grad_b') out.b = v;
24
+ },
25
+ uniform1fv: () => undefined,
26
+ uniform4fv: () => undefined,
27
+ };
28
+ LinearGradient.update!.call(ctx as never, { w, h } as never);
29
+ return out;
30
+ }
31
+
32
+ const distAt = (g: GradUniforms, tx: number, ty: number) =>
33
+ tx * g.a[0] + ty * g.a[1] + g.b;
34
+
35
+ describe('webgl LinearGradient gradient uniforms', () => {
36
+ it('angle 0 ramps top -> bottom across the node-local box', () => {
37
+ const g = computeGrad(0, 200, 100);
38
+ expect(g.a[0]).toBeCloseTo(0, 5);
39
+ expect(g.a[1]).toBeCloseTo(1, 5);
40
+ expect(g.b).toBeCloseTo(0, 5);
41
+ // dist runs 0 (top) -> 1 (bottom)
42
+ expect(distAt(g, 0.5, 0)).toBeCloseTo(0, 5);
43
+ expect(distAt(g, 0.5, 1)).toBeCloseTo(1, 5);
44
+ });
45
+
46
+ it('angle 90deg ramps horizontally', () => {
47
+ const g = computeGrad(Math.PI / 2, 200, 100);
48
+ expect(g.a[0]).toBeCloseTo(-1, 5);
49
+ expect(g.a[1]).toBeCloseTo(0, 5);
50
+ expect(distAt(g, 0, 0.5)).toBeCloseTo(1, 5);
51
+ expect(distAt(g, 1, 0.5)).toBeCloseTo(0, 5);
52
+ });
53
+
54
+ it('endpoints stay within [0,1] for an arbitrary angle', () => {
55
+ const g = computeGrad(Math.PI / 4, 640, 360);
56
+ // Box corners must map into the clampable [0,1] ramp range.
57
+ const corners = [
58
+ distAt(g, 0, 0),
59
+ distAt(g, 1, 0),
60
+ distAt(g, 0, 1),
61
+ distAt(g, 1, 1),
62
+ ];
63
+ for (let i = 0; i < corners.length; i++) {
64
+ expect(corners[i]).toBeGreaterThanOrEqual(-1e-6);
65
+ expect(corners[i]).toBeLessThanOrEqual(1 + 1e-6);
66
+ }
67
+ // The gradient axis is symmetric about the box center -> dist = 0.5 there.
68
+ expect(distAt(g, 0.5, 0.5)).toBeCloseTo(0.5, 5);
69
+ });
70
+ });
@@ -1,3 +1,4 @@
1
+ import type { CoreNode } from '../../CoreNode.js';
1
2
  import { getNormalizedRgbaComponents } from '../../lib/utils.js';
2
3
  import {
3
4
  LinearGradientTemplate,
@@ -8,9 +9,33 @@ import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
8
9
 
9
10
  export const LinearGradient: WebGlShaderType<LinearGradientProps> = {
10
11
  props: LinearGradientTemplate.props,
11
- update() {
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+ update(node: CoreNode) {
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13
  const props = this.props!;
13
- this.uniform1f('u_angle', props.angle - (Math.PI / 180) * 90);
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+
15
+ // The gradient distance is an affine function of the node-local texture
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+ // coordinates, so it reduces to `dist = dot(v_textureCoords, a) + b`.
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+ // `a`/`b` depend only on the angle and node dimensions (both are part of
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+ // the value-key), so we compute them once on the CPU here instead of
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+ // recomputing the trig per fragment on the GPU.
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+ const angle = props.angle - (Math.PI / 180) * 90;
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+ const c = Math.cos(angle);
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+ const s = Math.sin(angle);
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+ const w = node.w;
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+ const h = node.h;
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+
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+ const lineDist = Math.abs(w * c) + Math.abs(h * s);
27
+ // Gradient axis (from -> to), gradVec = -lineDist * (c, s)
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+ const gx = -lineDist * c;
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+ const gy = -lineDist * s;
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+ const gg = gx * gx + gy * gy;
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+ const invGG = gg > 0 ? 1 / gg : 0;
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+ // Gradient origin: f = lineDist * 0.5 * (c, s) + dimensions * 0.5
33
+ const fx = lineDist * 0.5 * c + w * 0.5;
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+ const fy = lineDist * 0.5 * s + h * 0.5;
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+
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+ this.uniform2f('u_grad_a', w * gx * invGG, h * gy * invGG);
37
+ this.uniform1f('u_grad_b', -(fx * gx + fy * gy) * invGG);
38
+
14
39
  this.uniform1fv('u_stops', new Float32Array(props.stops));
15
40
  const colors: number[] = [];
16
41
  for (let i = 0; i < props.colors.length; i++) {
@@ -22,51 +47,6 @@ export const LinearGradient: WebGlShaderType<LinearGradientProps> = {
22
47
  getCacheMarkers(props: LinearGradientProps) {
23
48
  return `colors:${props.colors.length}`;
24
49
  },
25
- vertex: `
26
- # ifdef GL_FRAGMENT_PRECISION_HIGH
27
- precision highp float;
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- # else
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- precision mediump float;
30
- # endif
31
-
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- attribute vec2 a_position;
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- attribute vec2 a_textureCoords;
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- attribute vec4 a_color;
35
-
36
- uniform vec2 u_resolution;
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- uniform float u_pixelRatio;
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- uniform vec2 u_dimensions;
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- uniform float u_angle;
40
-
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- varying vec4 v_color;
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- varying vec2 v_textureCoords;
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- varying float v_dist;
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-
45
- const float PI = 3.14159265359;
46
-
47
- vec2 calcPoint(float d, float angle) {
48
- return d * vec2(cos(angle), sin(angle)) + (u_dimensions * 0.5);
49
- }
50
-
51
- void main() {
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- vec2 normalized = a_position * u_pixelRatio / u_resolution;
53
- vec2 zero_two = normalized * 2.0;
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- vec2 clip_space = zero_two - 1.0;
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-
56
- gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1);
57
-
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- v_color = a_color;
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- v_textureCoords = a_textureCoords;
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-
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- float a = u_angle;
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- float lineDist = abs(u_dimensions.x * cos(a)) + abs(u_dimensions.y * sin(a));
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- vec2 f = calcPoint(lineDist * 0.5, a);
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- vec2 t = calcPoint(lineDist * 0.5, a + PI);
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- vec2 gradVec = t - f;
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- float dist = dot(a_textureCoords * u_dimensions - f, gradVec) / dot(gradVec, gradVec);
67
- v_dist = dist;
68
- }
69
- `,
70
50
  fragment(renderer: WebGlRenderer, props: LinearGradientProps) {
71
51
  return `
72
52
  # ifdef GL_FRAGMENT_PRECISION_HIGH
@@ -78,13 +58,17 @@ export const LinearGradient: WebGlShaderType<LinearGradientProps> = {
78
58
  #define MAX_STOPS ${props.colors.length}
79
59
  #define LAST_STOP ${props.colors.length - 1}
80
60
 
61
+ uniform float u_alpha;
62
+
81
63
  uniform sampler2D u_texture;
64
+
65
+ uniform vec2 u_grad_a;
66
+ uniform float u_grad_b;
82
67
  uniform float u_stops[MAX_STOPS];
83
68
  uniform vec4 u_colors[MAX_STOPS];
84
69
 
85
70
  varying vec4 v_color;
86
71
  varying vec2 v_textureCoords;
87
- varying float v_dist;
88
72
 
89
73
  vec4 getGradientColor(float dist) {
90
74
  dist = clamp(dist, 0.0, 1.0);
@@ -110,9 +94,10 @@ export const LinearGradient: WebGlShaderType<LinearGradientProps> = {
110
94
 
111
95
  void main() {
112
96
  vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
113
- vec4 colorOut = getGradientColor(v_dist);
114
- vec3 blendedRGB = mix(color.rgb, colorOut.rgb, clamp(colorOut.a, 0.0, 1.0));
115
- gl_FragColor = vec4(blendedRGB, color.a);
97
+ float dist = dot(v_textureCoords, u_grad_a) + u_grad_b;
98
+ vec4 colorOut = getGradientColor(dist);
99
+ color = mix(color, colorOut, clamp(colorOut.a, 0.0, 1.0));
100
+ gl_FragColor = color * u_alpha;
116
101
  }
117
102
  `;
118
103
  },
@@ -83,8 +83,8 @@ export const RadialGradient: WebGlShaderType<RadialGradientProps> = {
83
83
  float dist = length((point - u_projection) / u_size);
84
84
 
85
85
  vec4 colorOut = getGradientColor(dist);
86
- vec3 blendedRGB = mix(color.rgb, colorOut.rgb, clamp(colorOut.a, 0.0, 1.0));
87
- gl_FragColor = vec4(blendedRGB, color.a);
86
+ color = mix(color, colorOut, clamp(colorOut.a, 0.0, 1.0));
87
+ gl_FragColor = color * u_alpha;
88
88
  }
89
89
  `;
90
90
  },
@@ -171,6 +171,13 @@ export const RadialProgress: WebGlShaderType<RadialProgressProps> = {
171
171
  layer = fillPM * fillCoverage;
172
172
  #endif
173
173
 
174
+ // Apply node opacity to the introduced ring/track colors. They come
175
+ // from u_colors / u_trackColor and do not carry worldAlpha, so without
176
+ // this a fading RadialProgress node would keep its ring fully opaque.
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+ // \`base\` already includes worldAlpha (via v_color), so it is left as-is
178
+ // to avoid double-applying. Scaling a premultiplied layer is valid.
179
+ layer *= u_alpha;
180
+
174
181
  // Premultiplied "over": out = src + dst*(1 - src.a). The output stays
175
182
  // visible on a fully-transparent \`base\` because layer brings its own alpha.
176
183
  float la = clamp(layer.a, 0.0, 1.0);