Target physical pixels for quads in iced_glow

This commit is contained in:
Héctor Ramón Jiménez 2020-05-27 23:17:21 +02:00
parent 823ea15732
commit 45511a442f
2 changed files with 8 additions and 8 deletions

View File

@ -772,7 +772,7 @@ mod style {
Button::Secondary => Color::from_rgb(0.5, 0.5, 0.5), Button::Secondary => Color::from_rgb(0.5, 0.5, 0.5),
})), })),
border_radius: 12, border_radius: 12,
shadow_offset: Vector::new(1.0, 1.0), shadow_offset: Vector::new(0.0, 1.0),
text_color: Color::from_rgb8(0xEE, 0xEE, 0xEE), text_color: Color::from_rgb8(0xEE, 0xEE, 0xEE),
..button::Style::default() ..button::Style::default()
} }
@ -781,7 +781,7 @@ mod style {
fn hovered(&self) -> button::Style { fn hovered(&self) -> button::Style {
button::Style { button::Style {
text_color: Color::WHITE, text_color: Color::WHITE,
shadow_offset: Vector::new(1.0, 2.0), shadow_offset: Vector::new(0.0, 2.0),
..self.active() ..self.active()
} }
} }

View File

@ -26,14 +26,14 @@ const vec2 positions[4] = vec2[](
void main() { void main() {
vec2 q_Pos = positions[gl_VertexID]; vec2 q_Pos = positions[gl_VertexID];
vec2 p_Pos = i_Pos * u_Scale; vec2 p_Pos = floor(i_Pos * u_Scale);
vec2 p_Scale = i_Scale * u_Scale; vec2 p_Scale = floor(i_Scale * u_Scale);
mat4 i_Transform = mat4( mat4 i_Transform = mat4(
vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0), vec4(p_Scale.x, 0.0, 0.0, 0.0),
vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0), vec4(0.0, p_Scale.y, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0) vec4(p_Pos, 0.0, 1.0)
); );
v_Color = i_Color; v_Color = i_Color;
@ -41,7 +41,7 @@ void main() {
v_Pos = p_Pos; v_Pos = p_Pos;
v_Scale = p_Scale; v_Scale = p_Scale;
v_BorderRadius = i_BorderRadius * u_Scale; v_BorderRadius = i_BorderRadius * u_Scale;
v_BorderWidth = i_BorderWidth * u_Scale; v_BorderWidth = floor(i_BorderWidth * u_Scale);
gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0); gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
} }