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author | 2019-11-05 20:40:17 +0100 | |
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committer | 2019-11-05 20:40:17 +0100 | |
commit | 5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f (patch) | |
tree | d706d6085e7169e9e2ad38101f087aa8e592f256 /wgpu/src/shader/quad.frag | |
parent | db716b3bdf039b38fe7dcb17776cae7803d47d24 (diff) | |
download | iced-5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f.tar.gz iced-5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f.tar.bz2 iced-5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f.zip |
Apply HiDPI scaling to quads
The anti-aliasing strategy is pretty naive, but we will manage for now.
Diffstat (limited to '')
-rw-r--r-- | wgpu/src/shader/quad.frag | 8 | ||||
-rw-r--r-- | wgpu/src/shader/quad.frag.spv | bin | 3212 -> 3044 bytes |
2 files changed, 2 insertions, 6 deletions
diff --git a/wgpu/src/shader/quad.frag b/wgpu/src/shader/quad.frag index 849f581e..2ee77e71 100644 --- a/wgpu/src/shader/quad.frag +++ b/wgpu/src/shader/quad.frag @@ -3,7 +3,7 @@ layout(location = 0) in vec4 v_Color; layout(location = 1) in vec2 v_Pos; layout(location = 2) in vec2 v_Scale; -layout(location = 3) in flat uint v_BorderRadius; +layout(location = 3) in float v_BorderRadius; layout(location = 0) out vec4 o_Color; @@ -27,11 +27,7 @@ float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius, } void main() { - float radius_alpha = 1.0; - - if(v_BorderRadius > 0.0) { - radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5); - } + float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5); o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha); } diff --git a/wgpu/src/shader/quad.frag.spv b/wgpu/src/shader/quad.frag.spv Binary files differindex 71b91b44..17bd8f46 100644 --- a/wgpu/src/shader/quad.frag.spv +++ b/wgpu/src/shader/quad.frag.spv |