Added backdrop effects pipeline (blur)

This commit is contained in:
Zachary Levy
2026-04-28 22:12:25 -07:00
parent ff29dbd92f
commit 16989cbb71
29 changed files with 2931 additions and 415 deletions
+156
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#version 450 core
// Unified backdrop blur fragment shader.
// Handles both H-blur (mode 0, blurs the ¼-resolution downsample texture into
// the ¼-resolution h_blur texture) and V-blur+composite (mode 1, blurs h_blur
// vertically, masks via RRect SDF, applies tint, composites outline, and writes
// to the main render target with premultiplied alpha).
//
// Following RAD's pattern, V-mode replaces a separate composite pass: the SDF
// discard limits V-blur work to the masked region, and the per-primitive tint
// is folded in. Output blends with the main render target via the standard
// premultiplied-over blend state (ONE, ONE_MINUS_SRC_ALPHA).
//
// Backdrop primitives are tint-only — there is no outline. A specialized edge
// effect (e.g. liquid-glass-style refraction outlines) would be implemented
// as a dedicated primitive type with its own pipeline.
//
// Two modes, structurally distinct:
//
// Mode 0: 1D separable blur. Used for BOTH the H-pass and V-pass; `direction` (set in the
// per-pass uniforms) picks (1,0) for H or (0,1) for V. Reads the previous working-
// res texture and writes the next working-res texture. Fullscreen-triangle vertex
// output; gl_FragCoord.xy is in working-res target pixel space; UV =
// gl_FragCoord.xy * inv_working_size.
//
// Mode 1: composite. Reads the fully-blurred working-res texture, applies the SDF mask and
// tint, writes to source_texture. Instanced unit-quad vertex output covering the
// per-primitive bounds; gl_FragCoord.xy is in the full-resolution render target;
// UV into the blurred working texture =
// (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size.
// No kernel is applied here — the blur is already complete.
//
// Splitting V-blur out of the composite pass (an earlier version combined them) was needed
// to avoid a horizontal-vs-vertical asymmetry artifact: when the V-blur sampled the H-blur
// output through the bilinear-upsample/SDF-mask/tint pipeline in one shader invocation,
// horizontal source features ended up looking sharper than vertical ones. Running V-blur as
// its own working→working pass (matching H's structure exactly) restores symmetry.
const uint MAX_KERNEL_PAIRS = 32;
// --- Inputs from vertex shader ---
layout(location = 0) in vec2 p_local;
layout(location = 1) in mediump vec4 f_color;
layout(location = 2) flat in vec2 f_half_size;
layout(location = 3) flat in vec4 f_radii;
layout(location = 4) flat in float f_half_feather;
// --- Output ---
layout(location = 0) out vec4 out_color;
// --- Sampler ---
// Mode 0: bound to downsample_texture. Mode 1: bound to h_blur_texture.
layout(set = 2, binding = 0) uniform sampler2D blur_input_tex;
// --- Uniforms (set 3) ---
// Per-bracket-substage. `mode` matches the vertex shader's mode (0 = H, 1 = V).
// `direction` selects the kernel axis for blur offsets.
// `kernel` holds the per-sigma weight/offset pairs computed CPU-side using the
// linear-sampling pair adjustment (RAD/Rákos).
layout(set = 3, binding = 0) uniform Uniforms {
vec2 inv_working_size; // 1.0 / working-resolution texture dimensions
uint pair_count; // number of (weight, offset) pairs; pair[0] is the center
uint mode; // 0 = H-blur, 1 = V-composite
vec2 direction; // (1,0) for H, (0,1) for V — multiplied into the kernel offset
float inv_downsample_factor; // 1.0 / downsample_factor (mode 1 only; mode 0 ignores)
float _pad0;
vec4 kernel[MAX_KERNEL_PAIRS]; // .x = weight (paired-sum for idx>0), .y = offset (texels)
};
// ---------------------------------------------------------------------------------------------------------------------
// ----- SDF helper --------------------
// ---------------------------------------------------------------------------------------------------------------------
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
vec2 rxy = (p.x > 0.0) ? r.xy : r.zw;
float rr = (p.y > 0.0) ? rxy.x : rxy.y;
vec2 q = abs(p) - b;
if (rr == 0.0) {
return max(q.x, q.y);
}
q += rr;
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
}
float sdf_alpha(float d, float h) {
return 1.0 - smoothstep(-h, h, d);
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Blur sample loop --------------
// ---------------------------------------------------------------------------------------------------------------------
vec3 blur_sample(vec2 uv) {
vec3 color = kernel[0].x * texture(blur_input_tex, uv).rgb;
// Per-pair offset in texel space, projected onto the active axis.
vec2 axis_step = direction * inv_working_size;
for (uint i = 1u; i < pair_count; i += 1u) {
float w = kernel[i].x;
float off = kernel[i].y;
vec2 step_uv = off * axis_step;
color += w * texture(blur_input_tex, uv - step_uv).rgb;
color += w * texture(blur_input_tex, uv + step_uv).rgb;
}
return color;
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Main --------------------------
// ---------------------------------------------------------------------------------------------------------------------
void main() {
if (mode == 0u) {
// ---- Mode 0: 1D separable blur (used for both H-pass and V-pass).
// gl_FragCoord is in working-res target pixel space; sample the previous working-res
// texture along `direction` with the kernel.
vec2 uv = gl_FragCoord.xy * inv_working_size;
vec3 color = blur_sample(uv);
out_color = vec4(color, 1.0);
return;
}
// ---- Mode 1: composite per-primitive.
// RRect SDF — early discard for fragments well outside the masked region.
float d = sdRoundedBox(p_local, f_half_size, f_radii);
if (d > f_half_feather) {
discard;
}
// fwidth-based normalization for AA (matches main pipeline approach).
float grad_magnitude = max(fwidth(d), 1e-6);
float d_n = d / grad_magnitude;
float h_n = f_half_feather / grad_magnitude;
// Sample the fully-blurred working-res texture. gl_FragCoord is full-res; convert to
// working-res UV via inv_downsample_factor. No kernel is applied — the H+V blur passes
// already produced the final blurred image; this is just an upsample + tint.
vec2 uv = (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size;
vec3 color = texture(blur_input_tex, uv).rgb;
// Tint composition (Option B semantics): inside the masked region the panel is fully
// opaque — it completely hides the original framebuffer content, just like real frosted
// glass and like iOS UIBlurEffect / CSS backdrop-filter. f_color.rgb specifies the tint
// color; f_color.a specifies the tint *mix strength* (NOT panel opacity). At alpha=0 we
// see the pure blur; at alpha=255 we see the blur fully multiplied by the tint color.
//
// Output is premultiplied to match the ONE, ONE_MINUS_SRC_ALPHA blend state. Coverage
// (the SDF mask's edge AA) modulates only the alpha channel, never the panel-vs-source
// blend; that way edge pixels still feather correctly without re-introducing the bug
// where mid-panel pixels became semi-transparent.
mediump vec3 tinted = mix(color, color * f_color.rgb, f_color.a);
mediump float coverage = sdf_alpha(d_n, h_n);
out_color = vec4(tinted * coverage, coverage);
}
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#version 450 core
// Unified backdrop blur vertex shader.
// Handles both H-blur (fullscreen triangle, mode 0) and V-blur+composite (instanced
// unit-quad over Backdrop_Primitive storage buffer, mode 1) for the second PSO of
// the backdrop bracket. The first PSO (downsample) uses backdrop_fullscreen.vert.
//
// No vertex buffer for either mode. Mode 0 uses gl_VertexIndex 0..2 for a single
// fullscreen triangle; mode 1 uses gl_VertexIndex 0..5 for a unit-quad (two
// triangles, TRIANGLELIST topology) and gl_InstanceIndex to select the primitive.
//
// Mode 0 viewport+scissor are CPU-set per layer-bracket to the work region (union
// AABB of backdrop primitives + 3*max_sigma, clamped to swapchain bounds). Mode 1
// renders into the main render target with the screen-space orthographic projection;
// the per-primitive bounds drive the quad in screen space.
//
// Backdrop primitives have NO rotation — backdrop sampling is in screen space, so
// a rotated mask over a stationary blur sample would look wrong.
// --- Outputs to fragment shader ---
// p_local: shape-local position in physical pixels (origin at shape center).
// Only meaningful in mode 1 (V-composite). Zero-init for mode 0.
layout(location = 0) out vec2 p_local;
// f_color: tint, unpacked from primitive.color. Only meaningful in mode 1.
layout(location = 1) out mediump vec4 f_color;
// f_half_size: RRect half extents in physical pixels (mode 1 only).
layout(location = 2) flat out vec2 f_half_size;
// f_radii: per-corner radii in physical pixels (mode 1 only).
layout(location = 3) flat out vec4 f_radii;
// f_half_feather: SDF anti-aliasing feather (mode 1 only).
layout(location = 4) flat out float f_half_feather;
// --- Uniforms (set 1) ---
// Backdrop pipeline's own uniform block — distinct from the main pipeline's
// Vertex_Uniforms. `mode` selects between H-blur (0) and V-composite (1).
layout(set = 1, binding = 0) uniform Uniforms {
mat4 projection;
float dpi_scale;
uint mode; // 0 = H-blur, 1 = V-composite
vec2 _pad0;
};
// --- Backdrop primitive storage buffer (set 0) ---
// 48 bytes, std430-natural layout (no implicit padding). vec4 members are
// front-loaded so their 16-byte alignment is satisfied without holes; the
// vec2 and scalar tail packs tight to land the struct at a clean 48-byte
// stride (a multiple of 16, so the array stride needs no rounding either).
// Field semantics match the CPU-side Backdrop_Primitive declared in
// levlib/draw/pipeline_2d_backdrop.odin; keep both in sync.
//
// Backdrop primitives are tint-only in v1: outline is intentionally absent.
// Future specialized effects (e.g. liquid-glass-style edges) would be a
// dedicated primitive type with its own pipeline rather than a flag bit here.
struct Backdrop_Primitive {
vec4 bounds; // 0-15: min_xy, max_xy (world-space)
vec4 radii; // 16-31: per-corner radii (physical px)
vec2 half_size; // 32-39: RRect half extents (physical px)
float half_feather; // 40-43: SDF anti-aliasing feather (physical px)
uint color; // 44-47: tint, packed RGBA u8x4
};
layout(std430, set = 0, binding = 0) readonly buffer Backdrop_Primitives {
Backdrop_Primitive primitives[];
};
void main() {
if (mode == 0u) {
// ---- Mode 0: H-blur fullscreen triangle ----
// gl_VertexIndex 0 -> ( -1, -1)
// gl_VertexIndex 1 -> ( 3, -1)
// gl_VertexIndex 2 -> ( -1, 3)
vec2 ndc = vec2(
(gl_VertexIndex == 1) ? 3.0 : -1.0,
(gl_VertexIndex == 2) ? 3.0 : -1.0);
gl_Position = vec4(ndc, 0.0, 1.0);
// Mode 0 doesn't read the per-primitive varyings; zero-init for safety.
p_local = vec2(0.0);
f_color = vec4(0.0);
f_half_size = vec2(0.0);
f_radii = vec4(0.0);
f_half_feather = 0.0;
} else {
// ---- Mode 1: V-composite instanced unit-quad over Backdrop_Primitive ----
Backdrop_Primitive p = primitives[gl_InstanceIndex];
// Unit-quad corners for TRIANGLELIST (2 triangles, 6 vertices):
// index 0 -> (0,0) index 3 -> (0,1)
// index 1 -> (1,0) index 4 -> (1,0)
// index 2 -> (0,1) index 5 -> (1,1)
vec2 quad_corners[6] = vec2[6](
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0),
vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0));
vec2 corner = quad_corners[gl_VertexIndex];
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
// Shape-local position in physical pixels (no rotation for backdrops).
p_local = (world_pos - center) * dpi_scale;
f_color = unpackUnorm4x8(p.color);
f_half_size = p.half_size;
f_radii = p.radii;
f_half_feather = p.half_feather;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
}
}
@@ -0,0 +1,70 @@
#version 450 core
// Backdrop downsample fragment shader.
// Reads source_texture (full-resolution snapshot of pre-bracket framebuffer contents) and
// writes a downsampled copy at factor 1, 2, 4, 8, or 16. The output is the working texture
// (sized at full swapchain resolution); larger factors only fill a sub-rect of it via the
// CPU-set viewport. See backdrop.odin for the factor selection table (Flutter-style).
//
// Shader paths by factor:
//
// factor=1: identity copy. One bilinear tap aligned to the source pixel center. Useful
// when sigma is small enough that any downsample round-trip would visibly soften
// the output (Flutter does this for sigma_phys ≤ 4).
//
// factor=2: each output covers a 2×2 source block. Single bilinear tap at the shared
// corner reads all 4 source pixels with 0.25 weight.
//
// factor>=4: each output covers a (factor)×(factor) source block. We use 4 bilinear taps,
// each at the shared corner of a (factor/2)×(factor/2) sub-block. Each tap reads
// 4 source pixels uniformly; combined, the 4 taps sample 16 source pixels arranged
// uniformly across the block. This is an approximation of a true (factor)² box
// filter — exact at factor=4 (16 pixels = full coverage), undersampled at factor=8
// (16 pixels of 64) and factor=16 (16 of 256). Flutter uses a richer 13-tap COD-
// style downsample shader at high factors; we accept the simpler 4-tap pattern
// for now since the high-factor cases come with large kernels that mask any
// residual aliasing.
//
// The viewport+scissor are set by the CPU to limit output to the layer's work region in
// working-texture coords (work_region_phys / factor), clamped to the texture bounds.
layout(set = 3, binding = 0) uniform Uniforms {
vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
uint downsample_factor; // 1, 2, 4, 8, or 16
uint _pad0;
};
layout(set = 2, binding = 0) uniform sampler2D source_tex;
layout(location = 0) out vec4 out_color;
void main() {
// Output pixel index (i): gl_FragCoord.xy - 0.5. Source-pixel block top-left for this
// output: i * factor. Center of the block: i*factor + factor/2 = gl_FragCoord.xy * factor.
vec2 src_block_center = gl_FragCoord.xy * float(downsample_factor);
if (downsample_factor == 1u) {
// Identity copy. UV at src_block_center hits the source pixel center directly.
vec2 uv = src_block_center * inv_source_size;
out_color = texture(source_tex, uv);
} else if (downsample_factor == 2u) {
// Single tap at the shared corner of the 2×2 source block; one bilinear sample reads
// all 4 source pixels with equal 0.25 weights — uniform 2×2 box filter for free.
vec2 uv = src_block_center * inv_source_size;
out_color = texture(source_tex, uv);
} else {
// Four taps at offsets ±(factor/4) from the block center. Each tap lands on a corner
// shared by 4 source pixels of a (factor/2)×(factor/2) sub-block (equivalent at the
// bilinear level), giving a 4-tap = 16-source-pixel uniform sample of the block.
float off = float(downsample_factor) * 0.25;
vec2 uv_tl = (src_block_center + vec2(-off, -off)) * inv_source_size;
vec2 uv_tr = (src_block_center + vec2( off, -off)) * inv_source_size;
vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
vec2 uv_br = (src_block_center + vec2( off, off)) * inv_source_size;
vec4 c = texture(source_tex, uv_tl)
+ texture(source_tex, uv_tr)
+ texture(source_tex, uv_bl)
+ texture(source_tex, uv_br);
out_color = c * 0.25;
}
}
@@ -0,0 +1,21 @@
#version 450 core
// Fullscreen-triangle vertex shader for the backdrop downsample and H-blur sub-passes.
// Emits a single triangle covering NDC [-1,1]^2; the rasterizer clips edges outside.
// No vertex buffer; uses gl_VertexIndex to pick corners.
//
// The CPU sets the viewport (and matching scissor) per layer-bracket to limit work to
// the union AABB of the layer's backdrop primitives, expanded by 3*max_sigma and
// clamped to swapchain bounds. The fragment shader uses gl_FragCoord (absolute pixel
// space in the bound target) plus an inv-size uniform to compute its own UVs — see
// each fragment shader for the per-pass sampling math.
void main() {
// gl_VertexIndex 0 -> ( -1, -1)
// gl_VertexIndex 1 -> ( 3, -1)
// gl_VertexIndex 2 -> ( -1, 3)
vec2 ndc = vec2(
(gl_VertexIndex == 1) ? 3.0 : -1.0,
(gl_VertexIndex == 2) ? 3.0 : -1.0);
gl_Position = vec4(ndc, 0.0, 1.0);
}
+10 -19
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@@ -6,8 +6,8 @@ layout(location = 1) in vec2 f_local_or_uv;
layout(location = 2) in vec4 f_params;
layout(location = 3) in vec4 f_params2;
layout(location = 4) flat in uint f_flags;
layout(location = 5) flat in uint f_rotation_sc;
layout(location = 6) flat in uvec4 f_uv_or_effects;
layout(location = 6) flat in vec4 f_uv_rect;
layout(location = 7) flat in uvec4 f_effects;
// --- Output ---
layout(location = 0) out vec4 out_color;
@@ -83,16 +83,7 @@ void main() {
float h = 0.5; // half-feather width; overwritten per shape kind
vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
vec2 p_local = f_local_or_uv;
// Apply inverse rotation using pre-computed sin/cos (no per-pixel trig).
// .Rotated flag = bit 4 = 16u
if ((flags & 16u) != 0u) {
vec2 sc = unpackHalf2x16(f_rotation_sc); // .x = sin(angle), .y = cos(angle)
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]]
p_local = vec2(sc.y * p_local.x + sc.x * p_local.y,
-sc.x * p_local.x + sc.y * p_local.y);
}
vec2 p_local = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
if (kind == 1u) {
// RRect — half_feather in params2.z
@@ -151,7 +142,7 @@ void main() {
if ((flags & 2u) != 0u) {
// Gradient active (bit 1)
mediump vec4 gradient_start = f_color;
mediump vec4 gradient_end = unpackUnorm4x8(f_uv_or_effects.x);
mediump vec4 gradient_end = unpackUnorm4x8(f_effects.x);
if ((flags & 4u) != 0u) {
// Radial gradient (bit 2): t from distance to center
@@ -159,13 +150,13 @@ void main() {
shape_color = gradient_2color(gradient_start, gradient_end, t);
} else {
// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
vec2 direction = unpackHalf2x16(f_uv_or_effects.z);
vec2 direction = unpackHalf2x16(f_effects.z);
mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
shape_color = gradient_2color(gradient_start, gradient_end, t);
}
} else if ((flags & 1u) != 0u) {
// Textured (bit 0) — RRect only in practice
vec4 uv_rect = uintBitsToFloat(f_uv_or_effects);
// Textured (bit 0)
vec4 uv_rect = f_uv_rect;
vec2 local_uv = p_local / half_size * 0.5 + 0.5;
vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
shape_color = f_color * texture(tex, uv);
@@ -180,9 +171,9 @@ void main() {
// AA at d=ol_width. The outline band's coverage is total_cov - fill_cov.
// Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
if ((flags & 8u) != 0u) {
mediump vec4 ol_color = unpackUnorm4x8(f_uv_or_effects.y);
// Outline width in f_uv_or_effects.w (low f16 half)
float ol_width = unpackHalf2x16(f_uv_or_effects.w).x / grad_magnitude;
mediump vec4 ol_color = unpackUnorm4x8(f_effects.y);
// Outline width in f_effects.w (low f16 half)
float ol_width = unpackHalf2x16(f_effects.w).x / grad_magnitude;
float fill_cov = sdf_alpha(d, h);
float total_cov = sdf_alpha(d - ol_width, h);
+31 -12
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@@ -11,8 +11,9 @@ layout(location = 1) out vec2 f_local_or_uv;
layout(location = 2) out vec4 f_params;
layout(location = 3) out vec4 f_params2;
layout(location = 4) flat out uint f_flags;
layout(location = 5) flat out uint f_rotation_sc;
layout(location = 6) flat out uvec4 f_uv_or_effects;
layout(location = 6) flat out vec4 f_uv_rect;
layout(location = 7) flat out uvec4 f_effects;
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
layout(set = 1, binding = 0) uniform Uniforms {
@@ -22,7 +23,10 @@ layout(set = 1, binding = 0) uniform Uniforms {
};
// ---------- SDF primitive storage buffer ----------
struct Primitive {
// Mirrors the CPU-side Base_2D_Primitive in pipeline_2d_base.odin. Named with the
// pipeline prefix so a project-wide grep on the type name matches both the GLSL
// declaration and the Odin declaration.
struct Base_2D_Primitive {
vec4 bounds; // 0-15
uint color; // 16-19
uint flags; // 20-23
@@ -30,11 +34,12 @@ struct Primitive {
float _pad; // 28-31
vec4 params; // 32-47
vec4 params2; // 48-63
uvec4 uv_or_effects; // 64-79
vec4 uv_rect; // 64-79: texture UV coordinates (read when .Textured)
uvec4 effects; // 80-95: gradient/outline parameters (read when .Gradient/.Outline)
};
layout(std430, set = 0, binding = 0) readonly buffer Primitives {
Primitive primitives[];
layout(std430, set = 0, binding = 0) readonly buffer Base_2D_Primitives {
Base_2D_Primitive primitives[];
};
// ---------- Entry point ----------
@@ -46,25 +51,39 @@ void main() {
f_params = vec4(0.0);
f_params2 = vec4(0.0);
f_flags = 0u;
f_rotation_sc = 0u;
f_uv_or_effects = uvec4(0);
f_uv_rect = vec4(0.0);
f_effects = uvec4(0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else {
// ---- Mode 1: SDF instanced quads ----
Primitive p = primitives[gl_InstanceIndex];
Base_2D_Primitive p = primitives[gl_InstanceIndex];
vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
// Compute shape-local position. Apply inverse rotation here in the vertex
// shader; the rasterizer interpolates the rotated values across the quad,
// which is mathematically equivalent to per-fragment rotation under 2D ortho
// projection. Frees one fragment-shader varying and per-pixel rotation math.
vec2 local = (world_pos - center) * dpi_scale;
uint flags = (p.flags >> 8u) & 0xFFu;
if ((flags & 16u) != 0u) {
// Rotated flag (bit 4); rotation_sc holds packed f16 (sin, cos).
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]].
vec2 sc = unpackHalf2x16(p.rotation_sc);
local = vec2(sc.y * local.x + sc.x * local.y,
-sc.x * local.x + sc.y * local.y);
}
f_color = unpackUnorm4x8(p.color);
f_local_or_uv = (world_pos - center) * dpi_scale; // shape-centered physical pixels
f_local_or_uv = local; // shape-local physical pixels (rotated if .Rotated set)
f_params = p.params;
f_params2 = p.params2;
f_flags = p.flags;
f_rotation_sc = p.rotation_sc;
f_uv_or_effects = p.uv_or_effects;
f_uv_rect = p.uv_rect;
f_effects = p.effects;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
}