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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2019-11-05 20:40:17 +0100
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2019-11-05 20:40:17 +0100
commit5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f (patch)
treed706d6085e7169e9e2ad38101f087aa8e592f256 /wgpu/src/shader
parentdb716b3bdf039b38fe7dcb17776cae7803d47d24 (diff)
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Apply HiDPI scaling to quads
The anti-aliasing strategy is pretty naive, but we will manage for now.
Diffstat (limited to 'wgpu/src/shader')
-rw-r--r--wgpu/src/shader/quad.frag8
-rw-r--r--wgpu/src/shader/quad.frag.spvbin3212 -> 3044 bytes
-rw-r--r--wgpu/src/shader/quad.vert20
-rw-r--r--wgpu/src/shader/quad.vert.spvbin2544 -> 3020 bytes
4 files changed, 14 insertions, 14 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
index 71b91b44..17bd8f46 100644
--- a/wgpu/src/shader/quad.frag.spv
+++ b/wgpu/src/shader/quad.frag.spv
Binary files differ
diff --git a/wgpu/src/shader/quad.vert b/wgpu/src/shader/quad.vert
index b7c5cf3e..539755cb 100644
--- a/wgpu/src/shader/quad.vert
+++ b/wgpu/src/shader/quad.vert
@@ -4,29 +4,33 @@ layout(location = 0) in vec2 v_Pos;
layout(location = 1) in vec2 i_Pos;
layout(location = 2) in vec2 i_Scale;
layout(location = 3) in vec4 i_Color;
-layout(location = 4) in uint i_BorderRadius;
+layout(location = 4) in float i_BorderRadius;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
+ float u_Scale;
};
layout(location = 0) out vec4 o_Color;
layout(location = 1) out vec2 o_Pos;
layout(location = 2) out vec2 o_Scale;
-layout(location = 3) out uint o_BorderRadius;
+layout(location = 3) out float o_BorderRadius;
void main() {
+ vec2 p_Pos = i_Pos * u_Scale;
+ vec2 p_Scale = i_Scale * u_Scale;
+
mat4 i_Transform = mat4(
- vec4(i_Scale.x, 0.0, 0.0, 0.0),
- vec4(0.0, i_Scale.y, 0.0, 0.0),
+ vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
- vec4(i_Pos, 0.0, 1.0)
+ vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
);
o_Color = i_Color;
- o_Pos = i_Pos;
- o_Scale = i_Scale;
- o_BorderRadius = i_BorderRadius;
+ o_Pos = p_Pos;
+ o_Scale = p_Scale;
+ o_BorderRadius = i_BorderRadius * u_Scale;
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
}
diff --git a/wgpu/src/shader/quad.vert.spv b/wgpu/src/shader/quad.vert.spv
index f62a160c..9050adfb 100644
--- a/wgpu/src/shader/quad.vert.spv
+++ b/wgpu/src/shader/quad.vert.spv
Binary files differ