Apply HiDPI scaling to quads

The anti-aliasing strategy is pretty naive, but we will manage for now.
This commit is contained in:
Héctor Ramón Jiménez 2019-11-05 20:40:17 +01:00
parent db716b3bdf
commit 5ff05b7f02
6 changed files with 61 additions and 32 deletions

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@ -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);
}

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@ -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);
}

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