diff --git a/crates/gpui/src/platform/linux/shaders.wgsl b/crates/gpui/src/platform/linux/shaders.wgsl index a4e280cbefaf6e6ac241ac0574dc937d8101adcb..c25456ff3fd01e658709d232c5cd17c380ea40fb 100644 --- a/crates/gpui/src/platform/linux/shaders.wgsl +++ b/crates/gpui/src/platform/linux/shaders.wgsl @@ -8,8 +8,8 @@ var globals: Globals; const M_PI_F: f32 = 3.1415926; struct ViewId { - lo: u32, - hi: u32, + lo: u32, + hi: u32, } struct Bounds { @@ -110,6 +110,22 @@ fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2) - return integral.y - integral.x; } +fn pick_corner_radius(point: vec2, radii: Corners) -> f32 { + if (point.x < 0.0) { + if (point.y < 0.0) { + return radii.top_left; + } else { + return radii.bottom_left; + } + } else { + if (point.y < 0.0) { + return radii.top_right; + } else { + return radii.bottom_right; + } + } +} + // --- quads --- // struct Quad { @@ -151,11 +167,7 @@ fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) insta @fragment fn fs_quad(input: QuadVarying) -> @location(0) vec4 { // Alpha clip first, since we don't have `clip_distance`. - let min_distance = min( - min(input.clip_distances.x, input.clip_distances.y), - min(input.clip_distances.z, input.clip_distances.w) - ); - if min_distance <= 0.0 { + if (any(input.clip_distances < vec4(0.0))) { return vec4(0.0); } @@ -164,20 +176,7 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4 { let center = quad.bounds.origin + half_size; let center_to_point = input.position.xy - center; - var corner_radius = 0.0; - if (center_to_point.x < 0.0) { - if (center_to_point.y < 0.0) { - corner_radius = quad.corner_radii.top_left; - } else { - corner_radius = quad.corner_radii.bottom_left; - } - } else { - if (center_to_point.y < 0.) { - corner_radius = quad.corner_radii.top_right; - } else { - corner_radius = quad.corner_radii.bottom_right; - } - } + let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii); let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius; let distance = @@ -258,11 +257,7 @@ fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) ins @fragment fn fs_shadow(input: ShadowVarying) -> @location(0) vec4 { // Alpha clip first, since we don't have `clip_distance`. - let min_distance = min( - min(input.clip_distances.x, input.clip_distances.y), - min(input.clip_distances.z, input.clip_distances.w) - ); - if min_distance <= 0.0 { + if (any(input.clip_distances < vec4(0.0))) { return vec4(0.0); } @@ -271,20 +266,7 @@ fn fs_shadow(input: ShadowVarying) -> @location(0) vec4 { let center = shadow.bounds.origin + half_size; let center_to_point = input.position.xy - center; - var corner_radius = 0.0; - if (center_to_point.x < 0.0) { - if (center_to_point.y < 0.0) { - corner_radius = shadow.corner_radii.top_left; - } else { - corner_radius = shadow.corner_radii.bottom_left; - } - } else { - if (center_to_point.y < 0.) { - corner_radius = shadow.corner_radii.top_right; - } else { - corner_radius = shadow.corner_radii.bottom_right; - } - } + let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii); // The signal is only non-zero in a limited range, so don't waste samples let low = center_to_point.y - half_size.y;