Try to align quad and image primitives in iced_wgpu
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3aedbd5844
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15aa94c0f1
8 changed files with 28 additions and 44 deletions
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@ -23,12 +23,6 @@ pub struct Image<H = Handle> {
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///
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/// 0 means transparent. 1 means opaque.
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pub opacity: f32,
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/// If set to `true`, the image will be snapped to the pixel grid.
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///
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/// This can avoid graphical glitches, specially when using
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/// [`FilterMethod::Nearest`].
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pub snap: bool,
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}
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impl Image<Handle> {
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@ -39,7 +33,6 @@ impl Image<Handle> {
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filter_method: FilterMethod::default(),
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rotation: Radians(0.0),
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opacity: 1.0,
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snap: false,
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}
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}
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@ -60,12 +53,6 @@ impl Image<Handle> {
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self.opacity = opacity.into();
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self
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}
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/// Sets whether the [`Image`] should be snapped to the pixel grid.
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pub fn snap(mut self, snap: bool) -> Self {
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self.snap = snap;
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self
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}
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}
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impl From<&Handle> for Image {
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@ -250,11 +250,14 @@ impl Rectangle<f32> {
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return None;
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}
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let x = (self.x + 0.01).round();
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let y = (self.y + 0.01).round();
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Some(Rectangle {
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x: self.x as u32,
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y: self.y as u32,
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width,
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height,
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x: x as u32,
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y: y as u32,
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width: ((self.x + self.width + 0.01).round() - x) as u32,
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height: ((self.y + self.height + 0.01).round() - y) as u32,
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})
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}
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@ -147,8 +147,6 @@ impl Pipeline {
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6 => Float32x2,
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// Layer
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7 => Sint32,
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// Snap
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8 => Uint32,
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),
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}],
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compilation_options:
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@ -243,7 +241,7 @@ impl State {
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[bounds.width, bounds.height],
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f32::from(image.rotation),
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image.opacity,
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image.snap,
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scale,
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atlas_entry,
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match image.filter_method {
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crate::core::image::FilterMethod::Nearest => {
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@ -276,7 +274,7 @@ impl State {
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size,
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f32::from(svg.rotation),
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svg.opacity,
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true,
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scale,
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atlas_entry,
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nearest_instances,
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);
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@ -506,7 +504,6 @@ struct Instance {
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_position_in_atlas: [f32; 2],
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_size_in_atlas: [f32; 2],
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_layer: u32,
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_snap: u32,
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}
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impl Instance {
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@ -524,14 +521,21 @@ struct Uniforms {
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}
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fn add_instances(
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image_position: [f32; 2],
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image_size: [f32; 2],
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mut image_position: [f32; 2],
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mut image_size: [f32; 2],
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rotation: f32,
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opacity: f32,
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snap: bool,
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scale: f32,
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entry: &atlas::Entry,
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instances: &mut Vec<Instance>,
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) {
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let snap = |coordinate: f32| (coordinate * scale).round() / scale;
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image_position[0] = snap(image_position[0]);
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image_position[1] = snap(image_position[1]);
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image_size[0] = snap(image_size[0]);
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image_size[1] = snap(image_size[1]);
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let center = [
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image_position[0] + image_size[0] / 2.0,
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image_position[1] + image_size[1] / 2.0,
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@ -545,7 +549,6 @@ fn add_instances(
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image_size,
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rotation,
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opacity,
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snap,
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allocation,
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instances,
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);
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@ -575,8 +578,8 @@ fn add_instances(
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];
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add_instance(
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position, center, size, rotation, opacity, snap,
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allocation, instances,
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position, center, size, rotation, opacity, allocation,
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instances,
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);
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}
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}
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@ -590,7 +593,6 @@ fn add_instance(
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size: [f32; 2],
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rotation: f32,
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opacity: f32,
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snap: bool,
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allocation: &atlas::Allocation,
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instances: &mut Vec<Instance>,
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) {
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@ -613,7 +615,6 @@ fn add_instance(
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(height as f32 - 1.0) / atlas::SIZE as f32,
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],
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_layer: layer as u32,
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_snap: snap as u32,
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};
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instances.push(instance);
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@ -17,7 +17,6 @@ struct VertexInput {
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@location(5) atlas_pos: vec2<f32>,
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@location(6) atlas_scale: vec2<f32>,
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@location(7) layer: i32,
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@location(8) snap: u32,
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}
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struct VertexOutput {
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@ -54,11 +53,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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// Calculate the final position of the vertex
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out.position = vec4(vec2(globals.scale_factor), 1.0, 1.0) * (vec4<f32>(input.center, 0.0, 0.0) + rotate * vec4<f32>(v_pos, 0.0, 1.0));
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if bool(input.snap) {
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out.position = round(out.position);
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}
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out.position = round(out.position);
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out.position = globals.transform * out.position;
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return out;
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@ -33,8 +33,8 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
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var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
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var pos_snap: vec2<f32> = vec2<f32>(round(pos.x + 0.01) - pos.x, round(pos.y + 0.01) - pos.y);
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var scale_snap: vec2<f32> = vec2<f32>(round(scale.x + 0.01) - scale.x, round(scale.y + 0.01) - scale.y);
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var pos_snap: vec2<f32> = round(pos + vec2(0.01, 0.01)) - pos;
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var scale_snap: vec2<f32> = round(pos + scale + vec2(0.01, 0.01)) - pos - pos_snap - scale;
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var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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@ -48,7 +48,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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vec4<f32>(pos + pos_snap, 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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@ -31,8 +31,8 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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var pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale;
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var scale: vec2<f32> = (input.scale + vec2<f32>(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale;
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var pos_snap: vec2<f32> = vec2<f32>(round(pos.x + 0.01) - pos.x, round(pos.y + 0.01) - pos.y);
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var scale_snap: vec2<f32> = vec2<f32>(round(scale.x + 0.01) - scale.x, round(scale.y + 0.01) - scale.y);
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var pos_snap: vec2<f32> = round(pos + vec2(0.01, 0.01)) - pos;
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var scale_snap: vec2<f32> = round(pos + scale + vec2(0.01, 0.01)) - pos - pos_snap - scale;
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var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
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var border_radius: vec4<f32> = vec4<f32>(
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@ -46,7 +46,7 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
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vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
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vec4<f32>(pos + pos_snap, 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
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@ -296,7 +296,6 @@ fn render<Renderer, Handle>(
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filter_method,
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rotation: rotation.radians(),
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opacity,
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snap: true,
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},
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drawing_bounds,
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);
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@ -351,7 +351,6 @@ where
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filter_method: self.filter_method,
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rotation: Radians(0.0),
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opacity: 1.0,
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snap: true,
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},
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drawing_bounds,
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);
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