From 5ff05b7f02b2ff1b0859a9a61ca7e1af6476424f Mon Sep 17 00:00:00 2001 From: Héctor Ramón Jiménez Date: Tue, 5 Nov 2019 20:40:17 +0100 Subject: Apply HiDPI scaling to quads The anti-aliasing strategy is pretty naive, but we will manage for now. --- wgpu/src/shader/quad.frag | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) (limited to 'wgpu/src/shader/quad.frag') 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); } -- cgit