Fix casing of border_radius in quad shader
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parent
dcec3fd792
commit
15f21641b7
1 changed files with 4 additions and 4 deletions
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@ -53,7 +53,7 @@ void main() {
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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float borderRadius = selectBorderRadius(
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float border_radius = selectBorderRadius(
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v_BorderRadius,
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fragCoord,
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(v_Pos + v_Scale * 0.5).xy
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@ -61,7 +61,7 @@ void main() {
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0.0) {
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float internal_border = max(borderRadius - v_BorderWidth, 0.0);
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float internal_border = max(border_radius - v_BorderWidth, 0.0);
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float internal_distance = fDistance(
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fragCoord,
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@ -85,11 +85,11 @@ void main() {
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fragCoord,
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v_Pos,
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v_Scale,
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borderRadius
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border_radius
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);
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float radius_alpha =
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1.0 - smoothstep(max(borderRadius - 0.5, 0.0), borderRadius + 0.5, d);
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1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d);
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gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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