Don't pass bottomRight to textureShaders compute it within.

This commit is contained in:
Felix Dick
2022-09-29 21:10:05 +02:00
parent 1424539e4d
commit b38e7b596f
2 changed files with 1 additions and 9 deletions

View File

@@ -6,6 +6,7 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
return R"#(
// branchless baby!
vec2 bottomRight = fullSize - radius;
vec2 pixCoord = v_texcoord - vec2(0.5);
pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
pixCoord -= (bottomRight - topLeft) * vec2(0.5);
@@ -59,7 +60,6 @@ varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@@ -88,7 +88,6 @@ void main() {
v_texcoord = texcoord;
})#";
// this is texture rendering!!
inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
@@ -96,7 +95,6 @@ uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@@ -134,7 +132,6 @@ uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@@ -221,7 +218,6 @@ uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;