Avoid relying origin_upper_left
It seems to cause considerable glitches when resizing.
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e0e4ee73fe
commit
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@ -12,6 +12,7 @@ pub struct Pipeline {
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instances: <glow::Context as HasContext>::Buffer,
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instances: <glow::Context as HasContext>::Buffer,
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current_transform: Transformation,
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current_transform: Transformation,
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current_scale: f32,
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current_scale: f32,
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current_target_height: u32,
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}
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}
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impl Pipeline {
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impl Pipeline {
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@ -35,6 +36,7 @@ impl Pipeline {
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&Transformation::identity().into(),
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&Transformation::identity().into(),
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);
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);
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gl.uniform_1_f32(Some(1), 1.0);
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gl.uniform_1_f32(Some(1), 1.0);
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gl.uniform_1_f32(Some(2), 0.0);
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gl.use_program(None);
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gl.use_program(None);
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}
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}
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@ -48,6 +50,7 @@ impl Pipeline {
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instances,
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instances,
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current_transform: Transformation::identity(),
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current_transform: Transformation::identity(),
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current_scale: 1.0,
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current_scale: 1.0,
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current_target_height: 0,
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}
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}
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}
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}
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@ -94,6 +97,14 @@ impl Pipeline {
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self.current_scale = scale;
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self.current_scale = scale;
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}
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}
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if target_height != self.current_target_height {
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unsafe {
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gl.uniform_1_f32(Some(2), target_height as f32);
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}
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self.current_target_height = target_height;
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}
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let mut i = 0;
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let mut i = 0;
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let total = instances.len();
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let total = instances.len();
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@ -1,6 +1,7 @@
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#version 450
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#version 450
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layout(origin_upper_left) in vec4 gl_FragCoord;
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layout(location = 2) uniform float u_Screen_Height;
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layout(location = 0) in vec4 v_Color;
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layout(location = 0) in vec4 v_Color;
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layout(location = 1) in vec4 v_BorderColor;
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layout(location = 1) in vec4 v_BorderColor;
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layout(location = 2) in vec2 v_Pos;
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layout(location = 2) in vec2 v_Pos;
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@ -31,12 +32,14 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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void main() {
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void main() {
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vec4 mixed_color;
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vec4 mixed_color;
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vec2 fragCoord = vec2(gl_FragCoord.x, u_Screen_Height - gl_FragCoord.y);
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// TODO: Remove branching (?)
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0) {
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if(v_BorderWidth > 0) {
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
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float internal_distance = distance(
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float internal_distance = distance(
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gl_FragCoord.xy,
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fragCoord,
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v_Pos + vec2(v_BorderWidth),
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v_Pos + vec2(v_BorderWidth),
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v_Scale - vec2(v_BorderWidth * 2.0),
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v_Scale - vec2(v_BorderWidth * 2.0),
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internal_border
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internal_border
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@ -54,7 +57,7 @@ void main() {
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}
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}
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float d = distance(
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float d = distance(
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gl_FragCoord.xy,
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fragCoord,
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v_Pos,
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v_Pos,
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v_Scale,
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v_Scale,
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v_BorderRadius
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v_BorderRadius
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