struct VertexOutput { @builtin(position) position: vec4f, @location(0) tex_coord: vec2f, } struct DistanceUniforms { resolution: vec2f, feather_half: f32, _padding: f32, } @group(0) @binding(0) var inside_texture: texture_2d; @group(0) @binding(1) var inside_sampler: sampler; @group(1) @binding(0) var outside_texture: texture_2d; @group(1) @binding(1) var outside_sampler: sampler; @group(2) @binding(0) var uniforms: DistanceUniforms; fn decode_seed(encoded: vec4f) -> vec2f { let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5); let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5); return vec2f(x, y); } fn is_no_seed(encoded: vec4f) -> bool { return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99; } @fragment fn fragment_main(input: VertexOutput) -> @location(0) vec4f { let pixel_coord = floor(input.tex_coord * uniforms.resolution); let inside_encoded = textureSample(inside_texture, inside_sampler, input.tex_coord); let outside_encoded = textureSample(outside_texture, outside_sampler, input.tex_coord); let has_inside = !is_no_seed(inside_encoded); let has_outside = !is_no_seed(outside_encoded); let distance_to_inside = select( 100000.0, distance(pixel_coord, decode_seed(inside_encoded)), has_inside, ); let distance_to_outside = select( 100000.0, distance(pixel_coord, decode_seed(outside_encoded)), has_outside, ); let signed_distance = distance_to_outside - distance_to_inside; let alpha = smoothstep(-uniforms.feather_half, uniforms.feather_half, signed_distance); return vec4f(alpha, alpha, alpha, alpha); }