Apply HiDPI scaling to quads
The anti-aliasing strategy is pretty naive, but we will manage for now.
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db716b3bdf
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6 changed files with 61 additions and 32 deletions
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@ -6,7 +6,7 @@ use std::mem;
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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constants: wgpu::BindGroup,
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transform: wgpu::Buffer,
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constants_buffer: wgpu::Buffer,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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instances: wgpu::Buffer,
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@ -23,20 +23,20 @@ impl Pipeline {
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}],
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});
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let transform = device
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let constants_buffer = device
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.create_buffer_mapped(
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16,
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1,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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.fill_from_slice(Transformation::identity().as_ref());
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.fill_from_slice(&[Uniforms::default()]);
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let constants = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &constant_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &transform,
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range: 0..64,
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buffer: &constants_buffer,
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range: 0..std::mem::size_of::<Uniforms>() as u64,
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},
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}],
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});
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@ -124,7 +124,7 @@ impl Pipeline {
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},
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wgpu::VertexAttributeDescriptor {
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shader_location: 4,
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format: wgpu::VertexFormat::Uint,
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format: wgpu::VertexFormat::Float,
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offset: 4 * (2 + 2 + 4),
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},
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],
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@ -151,7 +151,7 @@ impl Pipeline {
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Pipeline {
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pipeline,
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constants,
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transform,
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constants_buffer,
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vertices,
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indices,
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instances,
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@ -164,19 +164,22 @@ impl Pipeline {
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encoder: &mut wgpu::CommandEncoder,
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instances: &[Quad],
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transformation: Transformation,
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scale: f32,
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bounds: Rectangle<u32>,
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target: &wgpu::TextureView,
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) {
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let transform_buffer = device
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.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(transformation.as_ref());
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let uniforms = Uniforms::new(transformation, scale);
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let constants_buffer = device
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.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&[uniforms]);
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encoder.copy_buffer_to_buffer(
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&transform_buffer,
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&constants_buffer,
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0,
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&self.transform,
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&self.constants_buffer,
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0,
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16 * 4,
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std::mem::size_of::<Uniforms>() as u64,
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);
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let mut i = 0;
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@ -271,9 +274,34 @@ pub struct Quad {
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pub position: [f32; 2],
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pub scale: [f32; 2],
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pub color: [f32; 4],
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pub border_radius: u32,
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pub border_radius: f32,
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}
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impl Quad {
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const MAX: usize = 100_000;
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}
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#[repr(C)]
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#[derive(Debug, Clone, Copy)]
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struct Uniforms {
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transform: [f32; 16],
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scale: f32,
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}
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impl Uniforms {
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fn new(transformation: Transformation, scale: f32) -> Uniforms {
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Self {
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transform: *transformation.as_ref(),
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scale,
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}
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}
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}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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transform: *Transformation::identity().as_ref(),
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scale: 1.0,
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}
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}
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}
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@ -239,7 +239,7 @@ impl Renderer {
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color: match background {
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Background::Color(color) => color.into_linear(),
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},
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border_radius: *border_radius as u32,
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border_radius: *border_radius as f32,
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});
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}
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Primitive::Image { path, bounds } => {
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@ -327,13 +327,14 @@ impl Renderer {
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encoder,
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&layer.quads,
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transformation,
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dpi,
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bounds,
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target,
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);
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}
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if layer.images.len() > 0 {
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let translated = transformation
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let translated_and_scaled = transformation
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* Transformation::scale(dpi, dpi)
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* Transformation::translate(
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-(layer.offset.x as f32),
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@ -344,7 +345,7 @@ impl Renderer {
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&mut self.device,
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encoder,
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&layer.images,
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translated,
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translated_and_scaled,
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bounds,
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target,
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);
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@ -3,7 +3,7 @@
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layout(location = 0) in vec4 v_Color;
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layout(location = 1) in vec2 v_Pos;
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layout(location = 2) in vec2 v_Scale;
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layout(location = 3) in flat uint v_BorderRadius;
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layout(location = 3) in float v_BorderRadius;
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layout(location = 0) out vec4 o_Color;
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@ -27,11 +27,7 @@ float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius,
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}
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void main() {
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float radius_alpha = 1.0;
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if(v_BorderRadius > 0.0) {
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radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
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}
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float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
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o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha);
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}
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@ -4,29 +4,33 @@ layout(location = 0) in vec2 v_Pos;
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layout(location = 1) in vec2 i_Pos;
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layout(location = 2) in vec2 i_Scale;
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layout(location = 3) in vec4 i_Color;
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layout(location = 4) in uint i_BorderRadius;
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layout(location = 4) in float i_BorderRadius;
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layout (set = 0, binding = 0) uniform Globals {
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mat4 u_Transform;
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float u_Scale;
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};
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layout(location = 0) out vec4 o_Color;
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layout(location = 1) out vec2 o_Pos;
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layout(location = 2) out vec2 o_Scale;
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layout(location = 3) out uint o_BorderRadius;
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layout(location = 3) out float o_BorderRadius;
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void main() {
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vec2 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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mat4 i_Transform = mat4(
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vec4(i_Scale.x, 0.0, 0.0, 0.0),
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vec4(0.0, i_Scale.y, 0.0, 0.0),
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vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(i_Pos, 0.0, 1.0)
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vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
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);
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o_Color = i_Color;
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o_Pos = i_Pos;
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o_Scale = i_Scale;
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o_BorderRadius = i_BorderRadius;
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o_Pos = p_Pos;
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o_Scale = p_Scale;
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o_BorderRadius = i_BorderRadius * u_Scale;
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gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
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}
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