Target physical pixels for quads in iced_glow
				
					
				
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				@ -772,7 +772,7 @@ mod style {
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                    Button::Secondary => Color::from_rgb(0.5, 0.5, 0.5),
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					                    Button::Secondary => Color::from_rgb(0.5, 0.5, 0.5),
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                })),
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					                })),
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                border_radius: 12,
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					                border_radius: 12,
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                shadow_offset: Vector::new(1.0, 1.0),
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					                shadow_offset: Vector::new(0.0, 1.0),
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                text_color: Color::from_rgb8(0xEE, 0xEE, 0xEE),
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					                text_color: Color::from_rgb8(0xEE, 0xEE, 0xEE),
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                ..button::Style::default()
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					                ..button::Style::default()
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            }
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					            }
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@ -781,7 +781,7 @@ mod style {
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        fn hovered(&self) -> button::Style {
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					        fn hovered(&self) -> button::Style {
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            button::Style {
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					            button::Style {
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                text_color: Color::WHITE,
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					                text_color: Color::WHITE,
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                shadow_offset: Vector::new(1.0, 2.0),
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					                shadow_offset: Vector::new(0.0, 2.0),
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                ..self.active()
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					                ..self.active()
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            }
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					            }
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        }
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					        }
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@ -26,14 +26,14 @@ const vec2 positions[4] = vec2[](
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void main() {
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					void main() {
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    vec2 q_Pos = positions[gl_VertexID];
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					    vec2 q_Pos = positions[gl_VertexID];
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    vec2 p_Pos = i_Pos * u_Scale;
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					    vec2 p_Pos = floor(i_Pos * u_Scale);
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    vec2 p_Scale = i_Scale  * u_Scale;
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					    vec2 p_Scale = floor(i_Scale  * u_Scale);
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    mat4 i_Transform = mat4(
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					    mat4 i_Transform = mat4(
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        vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
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					        vec4(p_Scale.x, 0.0, 0.0, 0.0),
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        vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
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					        vec4(0.0, p_Scale.y, 0.0, 0.0),
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        vec4(0.0, 0.0, 1.0, 0.0),
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					        vec4(0.0, 0.0, 1.0, 0.0),
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        vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
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					        vec4(p_Pos, 0.0, 1.0)
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    );
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					    );
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    v_Color = i_Color;
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					    v_Color = i_Color;
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@ -41,7 +41,7 @@ void main() {
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    v_Pos = p_Pos;
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					    v_Pos = p_Pos;
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    v_Scale = p_Scale;
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					    v_Scale = p_Scale;
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    v_BorderRadius = i_BorderRadius * u_Scale;
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					    v_BorderRadius = i_BorderRadius * u_Scale;
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    v_BorderWidth = i_BorderWidth * u_Scale;
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					    v_BorderWidth = floor(i_BorderWidth * u_Scale);
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    gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
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					    gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
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}
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					}
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