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authorFelix Dick <felix.dick@web.de>2022-09-30 01:51:40 +0200
committerFelix Dick <felix.dick@web.de>2022-10-01 01:35:13 +0200
commit71733f68eff805f78a73ada389064d23f1bb0d79 (patch)
treeb61d5ed5c8d2e04985ad8454900882ca931f436b /src/render/shaders
parent09268d756fafe7d726b660739b57f9c9c18b9c6c (diff)
parentd867d4236666b3c9e3a2fe03337d57ffd9104360 (diff)
Merge branch 'fix_rounding_in_size_changing_windows' into rework_rounding_shader
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/Textures.hpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index a541ec0a..1e8281d0 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -6,9 +6,10 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
return R"#(
// branchless baby!
- vec2 pixCoord = v_texcoord - vec2(0.5);
- pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
- pixCoord -= (bottomRight - topLeft) * vec2(0.5);
+ highp vec2 pixCoord = vec2(gl_FragCoord);
+ pixCoord -= topLeft + fullSize / vec2(2.0);
+ pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0);
+ pixCoord -= fullSize * vec2(0.5) - vec2(radius);
if (all(greaterThan(pixCoord, vec2(0.0)))) {
@@ -59,7 +60,6 @@ varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec2 topLeft;
-uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@@ -88,7 +88,6 @@ void main() {
v_texcoord = texcoord;
})#";
-// this is texture rendering!!
inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
@@ -96,7 +95,6 @@ uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
-uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@@ -134,7 +132,6 @@ uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
-uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@@ -221,7 +218,6 @@ uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec2 topLeft;
-uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;