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.vert | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) (limited to 'wgpu/src/shader/quad.vert') 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); } -- cgit