DPI scaling fixes
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@@ -40,9 +40,9 @@ const uint MAX_KERNEL_PAIRS = 32;
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// --- Inputs from vertex shader ---
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layout(location = 0) in vec2 p_local;
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layout(location = 1) in mediump vec4 f_color;
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layout(location = 2) flat in vec2 f_half_size;
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layout(location = 3) flat in vec4 f_radii;
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layout(location = 4) flat in float f_half_feather;
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layout(location = 2) flat in vec2 f_half_size_ppx;
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layout(location = 3) flat in vec4 f_radii_ppx;
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layout(location = 4) flat in float f_half_feather_ppx;
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// --- Output ---
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layout(location = 0) out vec4 out_color;
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@@ -123,15 +123,15 @@ void main() {
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// ---- Mode 1: composite per-primitive.
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// RRect SDF — early discard for fragments well outside the masked region.
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float d = sdRoundedBox(p_local, f_half_size, f_radii);
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if (d > f_half_feather) {
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float d = sdRoundedBox(p_local, f_half_size_ppx, f_radii_ppx);
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if (d > f_half_feather_ppx) {
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discard;
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}
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// fwidth-based normalization for AA (matches main pipeline approach).
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float grad_magnitude = max(fwidth(d), 1e-6);
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float d_n = d / grad_magnitude;
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float h_n = f_half_feather / grad_magnitude;
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float h_n = f_half_feather_ppx / grad_magnitude;
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// Sample the fully-blurred working-res texture. gl_FragCoord is full-res; convert to
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// working-res UV via inv_downsample_factor. No kernel is applied — the H+V blur passes
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@@ -24,12 +24,12 @@
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layout(location = 0) out vec2 p_local;
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// f_color: tint, unpacked from primitive.color. Only meaningful in mode 1.
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layout(location = 1) out mediump vec4 f_color;
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// f_half_size: RRect half extents in physical pixels (mode 1 only).
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layout(location = 2) flat out vec2 f_half_size;
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// f_radii: per-corner radii in physical pixels (mode 1 only).
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layout(location = 3) flat out vec4 f_radii;
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// f_half_feather: SDF anti-aliasing feather (mode 1 only).
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layout(location = 4) flat out float f_half_feather;
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// f_half_size_ppx: RRect half extents in physical pixels (mode 1 only).
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layout(location = 2) flat out vec2 f_half_size_ppx;
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// f_radii_ppx: per-corner radii in physical pixels (mode 1 only).
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layout(location = 3) flat out vec4 f_radii_ppx;
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// f_half_feather_ppx: SDF anti-aliasing feather in physical pixels (mode 1 only).
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layout(location = 4) flat out float f_half_feather_ppx;
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// --- Uniforms (set 1) ---
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// Backdrop pipeline's own uniform block — distinct from the main pipeline's
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@@ -53,10 +53,10 @@ layout(set = 1, binding = 0) uniform Uniforms {
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// edge effects (e.g. liquid-glass-style refraction outlines) would be a dedicated
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// primitive type with its own pipeline rather than a flag bit here.
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struct Gaussian_Blur_Primitive {
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vec4 bounds; // 0-15: min_xy, max_xy (world-space)
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vec4 radii; // 16-31: per-corner radii (physical px)
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vec2 half_size; // 32-39: RRect half extents (physical px)
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float half_feather; // 40-43: SDF anti-aliasing feather (physical px)
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vec4 bounds; // 0-15: min_xy, max_xy (world-space, logical px)
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vec4 radii_ppx; // 16-31: per-corner radii
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vec2 half_size_ppx; // 32-39: RRect half extents
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float half_feather_ppx; // 40-43: SDF anti-aliasing feather
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uint color; // 44-47: tint, packed RGBA u8x4
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};
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@@ -78,9 +78,9 @@ void main() {
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// Mode 0 doesn't read the per-primitive varyings; zero-init for safety.
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p_local = vec2(0.0);
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f_color = vec4(0.0);
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f_half_size = vec2(0.0);
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f_radii = vec4(0.0);
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f_half_feather = 0.0;
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f_half_size_ppx = vec2(0.0);
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f_radii_ppx = vec4(0.0);
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f_half_feather_ppx = 0.0;
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} else {
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// ---- Mode 1: V-composite instanced unit-quad over Gaussian_Blur_Primitive ----
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Gaussian_Blur_Primitive p = primitives[gl_InstanceIndex];
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@@ -101,9 +101,9 @@ void main() {
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p_local = (world_pos - center) * dpi_scale;
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f_color = unpackUnorm4x8(p.color);
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f_half_size = p.half_size;
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f_radii = p.radii;
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f_half_feather = p.half_feather;
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f_half_size_ppx = p.half_size_ppx;
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f_radii_ppx = p.radii_ppx;
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f_half_feather_ppx = p.half_feather_ppx;
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gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
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}
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@@ -45,7 +45,7 @@ float sdRegularPolygon(vec2 p, float r, float n) {
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return length(p) * cos(bn) - r;
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}
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// Coverage from SDF distance using half-feather width (feather_px * 0.5, pre-computed on CPU).
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// Coverage from SDF distance using half-feather width (feather_ppx * 0.5, pre-computed on CPU).
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// Produces a symmetric transition centered on d=0: smoothstep(-h, h, d).
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float sdf_alpha(float d, float h) {
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return 1.0 - smoothstep(-h, h, d);
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@@ -80,56 +80,56 @@ void main() {
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// SDF path — dispatch on kind
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float d = 1e30;
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float h = 0.5; // half-feather width; overwritten per shape kind
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vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
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float h = 0.5; // half-feather width (physical px); overwritten per shape kind
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vec2 half_size_ppx = f_params.xy; // used by RRect and as reference size for gradients
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vec2 p_local = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
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vec2 p_local_ppx = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
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if (kind == 1u) {
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// RRect — half_feather in params2.z
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vec4 corner_radii = vec4(f_params.zw, f_params2.xy);
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// RRect — half_feather_ppx in params2.z
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vec4 corner_radii_ppx = vec4(f_params.zw, f_params2.xy);
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h = f_params2.z;
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d = sdRoundedBox(p_local, half_size, corner_radii);
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d = sdRoundedBox(p_local_ppx, half_size_ppx, corner_radii_ppx);
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}
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else if (kind == 2u) {
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// NGon — half_feather in params.z
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float radius = f_params.x;
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// NGon — half_feather_ppx in params.z
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float radius_ppx = f_params.x;
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float sides = f_params.y;
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h = f_params.z;
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d = sdRegularPolygon(p_local, radius, sides);
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half_size = vec2(radius); // for gradient UV computation
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d = sdRegularPolygon(p_local_ppx, radius_ppx, sides);
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half_size_ppx = vec2(radius_ppx); // for gradient UV computation
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}
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else if (kind == 3u) {
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// Ellipse — half_feather in params.z
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vec2 ab = f_params.xy;
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// Ellipse — half_feather_ppx in params.z
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vec2 radii_ppx = f_params.xy;
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h = f_params.z;
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d = sdEllipseApprox(p_local, ab);
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half_size = ab; // for gradient UV computation
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d = sdEllipseApprox(p_local_ppx, radii_ppx);
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half_size_ppx = radii_ppx; // for gradient UV computation
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}
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else if (kind == 4u) {
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// Ring_Arc — half_feather in params2.z
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// Ring_Arc — half_feather_ppx in params2.z
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// Arc mode from flag bits 5-6: 0 = full, 1 = narrow (≤π), 2 = wide (>π)
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float inner = f_params.x;
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float outer = f_params.y;
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float inner_radius_ppx = f_params.x;
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float outer_radius_ppx = f_params.y;
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vec2 n_start = f_params.zw;
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vec2 n_end = f_params2.xy;
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uint arc_bits = (flags >> 5u) & 3u;
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h = f_params2.z;
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float r = length(p_local);
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d = max(inner - r, r - outer);
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float r = length(p_local_ppx);
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d = max(inner_radius_ppx - r, r - outer_radius_ppx);
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if (arc_bits != 0u) {
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float d_start = dot(p_local, n_start);
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float d_end = dot(p_local, n_end);
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float d_start = dot(p_local_ppx, n_start);
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float d_end = dot(p_local_ppx, n_end);
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float d_wedge = (arc_bits == 1u)
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? max(d_start, d_end) // arc ≤ π: intersect half-planes
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: min(d_start, d_end); // arc > π: union half-planes
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d = max(d, d_wedge);
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}
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half_size = vec2(outer); // for gradient UV computation
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half_size_ppx = vec2(outer_radius_ppx); // for gradient UV computation
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}
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// --- fwidth-based normalization for correct AA and stroke width ---
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@@ -146,18 +146,18 @@ void main() {
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if ((flags & 4u) != 0u) {
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// Radial gradient (bit 2): t from distance to center
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mediump float t = length(p_local / half_size);
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mediump float t = length(p_local_ppx / half_size_ppx);
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shape_color = gradient_2color(gradient_start, gradient_end, t);
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} else {
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// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
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vec2 direction = unpackHalf2x16(f_effects.z);
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mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
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mediump float t = dot(p_local_ppx / half_size_ppx, direction) * 0.5 + 0.5;
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shape_color = gradient_2color(gradient_start, gradient_end, t);
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}
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} else if ((flags & 1u) != 0u) {
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// Textured (bit 0)
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vec4 uv_rect = f_uv_rect;
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vec2 local_uv = p_local / half_size * 0.5 + 0.5;
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vec2 local_uv = p_local_ppx / half_size_ppx * 0.5 + 0.5;
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vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
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shape_color = f_color * texture(tex, uv);
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} else {
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@@ -1,6 +1,6 @@
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#version 450 core
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// ---------- Vertex attributes (used in both modes) ----------
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// ---------- Vertex attributes (used in all modes) ----------
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec2 v_uv;
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layout(location = 2) in vec4 v_color;
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@@ -16,10 +16,18 @@ layout(location = 6) flat out vec4 f_uv_rect;
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layout(location = 7) flat out uvec4 f_effects;
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// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
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// Mode values mirror Core_2D_Mode in core_2d.odin:
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// 0 = Tessellated v_position is in logical pixels; shader scales by dpi_scale.
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// 1 = SDF v_position is a unit-quad corner; world-space comes from
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// primitives[gl_InstanceIndex].bounds (logical px). Shader
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// scales by dpi_scale.
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// 2 = Text v_position is in *physical* pixels already (the CPU baked
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// the anchor snap and SDL_ttf glyph offsets, both physical).
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// Shader must NOT rescale.
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layout(set = 1, binding = 0) uniform Uniforms {
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mat4 projection;
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float dpi_scale;
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uint mode; // 0 = tessellated, 1 = SDF
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uint mode;
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};
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// ---------- SDF primitive storage buffer ----------
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@@ -44,18 +52,7 @@ layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
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// ---------- Entry point ----------
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void main() {
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if (mode == 0u) {
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// ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
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f_color = v_color;
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f_local_or_uv = v_uv;
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f_params = vec4(0.0);
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f_params2 = vec4(0.0);
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f_flags = 0u;
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f_uv_rect = vec4(0.0);
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f_effects = uvec4(0);
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gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
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} else {
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if (mode == 1u) {
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// ---- Mode 1: SDF instanced quads ----
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Core_2D_Primitive p = primitives[gl_InstanceIndex];
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@@ -86,5 +83,25 @@ void main() {
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f_effects = p.effects;
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gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
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} else {
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// ---- Mode 0 (Tessellated) and Mode 2 (Text) ----
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// Both feed the raw-vertex pipeline (kind 0 in the fragment shader).
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// They differ only in what coord space `v_position` is in:
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// Mode 0 — logical pixels, scale here by dpi_scale.
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// Mode 2 — physical pixels (CPU pre-scaled and snapped to integer
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// physical pixels for atlas-aligned bilinear sampling).
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// Do NOT rescale.
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// `mode` is uniform across the workgroup, so the select compiles to a
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// uniform-controlled branch with no SIMT divergence cost.
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f_color = v_color;
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f_local_or_uv = v_uv;
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f_params = vec4(0.0);
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f_params2 = vec4(0.0);
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f_flags = 0u;
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f_uv_rect = vec4(0.0);
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f_effects = uvec4(0);
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vec2 pos = (mode == 2u) ? v_position : (v_position * dpi_scale);
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gl_Position = projection * vec4(pos, 0.0, 1.0);
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}
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}
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