/* * Copyright (C) 2026 Behdad Esfahbod * Copyright (C) 2017 Eric Lengyel * * Based on the Slug algorithm by Eric Lengyel: * https://github.com/EricLengyel/Slug * * This is part of HarfBuzz, a text shaping library. * * Permission is hereby granted, without written agreement and without * license or royalty fees, to use, copy, modify, and distribute this * software and its documentation for any purpose, provided that the * above copyright notice and the following two paragraphs appear in * all copies of this software. * * IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES * ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN * IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH * DAMAGE. * * THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS * ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. */ /* Requires WGSL (WebGPU Shading Language). */ /* Dilate a glyph vertex by half a pixel on screen. * * position: object-space vertex position (modified in place) * texcoord: em-space sample coordinates (modified in place) * normal: object-space outward normal at this vertex * jac: inverse of the 2x2 linear part of the em-to-object transform, * stored row-major as (j00, j01, j10, j11). Maps object-space * displacements back to em-space for texcoord adjustment. * For simple scaling with y-flip (the common case): * em-to-object = [[s, 0], [0, -s]] * jac = (1/s, 0, 0, -1/s) * m: model-view-projection matrix * viewport: viewport size in pixels * * Returns (new_position, new_texcoord). */ fn hb_gpu_dilate (position: vec2f, texcoord: vec2f, normal: vec2f, jac: vec4f, m: mat4x4f, viewport: vec2f) -> array { let n = normalize (normal); let clipPos = m * vec4f (position, 0.0, 1.0); let clipN = m * vec4f (n, 0.0, 0.0); let s = clipPos.w; let t = clipN.w; let u = (s * clipN.x - t * clipPos.x) * viewport.x; let v = (s * clipN.y - t * clipPos.y) * viewport.y; let s2 = s * s; let st = s * t; let uv = u * u + v * v; let denom = uv - st * st; var d: f32; if (abs (denom) > 1.0 / 16777216.0) { d = s2 * (st + sqrt (uv)) / denom; } else { d = 0.0; } let dPos = d * normal; return array ( position + dPos, texcoord + vec2f (dot (dPos, jac.xy), dot (dPos, jac.zw)) ); }