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| author | 2024-05-23 13:29:45 +0200 | |
|---|---|---|
| committer | 2024-05-23 13:29:45 +0200 | |
| commit | d8ba6b0673a33724a177f3a1ba59705527280142 (patch) | |
| tree | 89482c8d1e3a03e00b3a8151abbb81e30ae5898c /wgpu/src/shader/quad | |
| parent | 72ed8bcc8def9956e25f3720a3095fc96bb2eef0 (diff) | |
| parent | 468794d918eb06c1dbebb33c32b10017ad335f05 (diff) | |
| download | iced-d8ba6b0673a33724a177f3a1ba59705527280142.tar.gz iced-d8ba6b0673a33724a177f3a1ba59705527280142.tar.bz2 iced-d8ba6b0673a33724a177f3a1ba59705527280142.zip | |
Merge branch 'master' into feat/text-macro
Diffstat (limited to 'wgpu/src/shader/quad')
| -rw-r--r-- | wgpu/src/shader/quad/solid.wgsl | 12 | 
1 files changed, 9 insertions, 3 deletions
| diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl index 1274f814..d908afbc 100644 --- a/wgpu/src/shader/quad/solid.wgsl +++ b/wgpu/src/shader/quad/solid.wgsl @@ -107,13 +107,19 @@ fn solid_fs_main(      let quad_color = vec4<f32>(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha);      if input.shadow_color.a > 0.0 { -        let shadow_distance = rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, border_radius); +        let shadow_radius = select_border_radius( +            input.border_radius, +            input.position.xy - input.shadow_offset, +            (input.pos + input.scale * 0.5).xy +        ); +        let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.); +                  let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);          let shadow_color = input.shadow_color; -        let base_color = select( +        let base_color = mix(              vec4<f32>(shadow_color.x, shadow_color.y, shadow_color.z, 0.0),              quad_color, -            quad_color.a > 0.0 +            quad_color.a          );          return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha); | 
