Try to align quad and image primitives in iced_wgpu
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3aedbd5844
commit
15aa94c0f1
8 changed files with 28 additions and 44 deletions
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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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