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af901a10e3
We were rounding widths properly, make sure we always round up.
64 lines
1.1 KiB
GLSL
64 lines
1.1 KiB
GLSL
#include "constants.glsl"
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#include "rect.vert.glsl"
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#ifndef _CLIP_
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#define _CLIP_
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vec4 intersect(vec4 a, vec4 b)
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{
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a = vec4(a.xy, a.xy + a.zw);
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b = vec4(b.xy, b.xy + b.zw);
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vec4 result = vec4(max(a.xy, b.xy), min(a.zw, b.zw));
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if (any (greaterThanEqual (result.xy, result.zw)))
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return vec4(0.0,0.0,0.0,0.0);
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return vec4(result.xy, result.zw - result.xy);
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}
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#ifdef CLIP_ROUNDED_RECT
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vec4
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clip(vec4 rect)
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{
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/* rounded corner clipping is done in fragment shader */
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return intersect(rect, push.clip_bounds);
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}
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Rect
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clip_rect (Rect r)
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{
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/* rounded corner clipping is done in fragment shader */
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return rect_intersect (r, rect_round_larger (rect_from_gsk (push.clip_bounds)));
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}
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#elif defined(CLIP_RECT)
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vec4
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clip(vec4 rect)
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{
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return intersect(rect, push.clip_bounds);
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}
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Rect
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clip_rect (Rect r)
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{
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return rect_intersect (r, rect_round_larger (rect_from_gsk (push.clip_bounds)));
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}
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#elif defined(CLIP_NONE)
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vec4 clip(vec4 rect)
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{
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return rect;
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}
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Rect
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clip_rect (Rect r)
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{
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return r;
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}
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#else
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#error "No clipping define given. Need CLIP_NONE, CLIP_RECT or CLIP_ROUNDED_RECT"
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#endif
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#endif
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