Replace blend with mix equivalent in quad shaders
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parent
9ac4c9f13d
commit
df37d6f9bc
3 changed files with 3 additions and 7 deletions
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@ -9,10 +9,6 @@ fn premultiply(color: vec4<f32>) -> vec4<f32> {
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return vec4(color.xyz * color.a, color.a);
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}
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fn blend(over: vec4<f32>, under: vec4<f32>, alpha: f32) -> vec4<f32> {
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return over * alpha + under * (1.0 - alpha);
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}
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fn distance_alg(
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frag_coord: vec2<f32>,
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position: vec2<f32>,
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@ -179,7 +179,7 @@ fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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internal_distance
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);
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mixed_color = blend(input.border_color, mixed_color, border_mix);
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mixed_color = mix(mixed_color, input.border_color, border_mix);
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}
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var dist: f32 = distance_alg(
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@ -97,7 +97,7 @@ fn solid_fs_main(
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internal_distance
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);
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mixed_color = blend(input.border_color, input.color, border_mix);
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mixed_color = mix(input.color, input.border_color, border_mix);
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}
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var dist: f32 = distance_alg(
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@ -125,7 +125,7 @@ fn solid_fs_main(
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let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.);
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let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance);
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return blend(input.shadow_color, quad_color, (1.0 - radius_alpha) * shadow_alpha);
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return mix(quad_color, input.shadow_color, (1.0 - radius_alpha) * shadow_alpha);
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} else {
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return quad_color;
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}
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