mirror of
https://github.com/Ed94/raddebugger.git
synced 2026-06-13 07:32:23 -07:00
fix flipped y transform application in upgraded shader
This commit is contained in:
+1
-1
@@ -8232,7 +8232,7 @@ df_box_equip_fuzzy_match_range_list_vis(UI_Box *box, DF_FuzzyMatchRangeList rang
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f_dim_from_tag_size_string(box->font, box->font_size, str8_prefix(display_string, match_n->range.max)).x,
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};
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ui_set_next_fixed_x(match_pixel_range.min + box->text_padding + 2.f);
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ui_set_next_fixed_y(box->font_size/4.f);
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ui_set_next_fixed_y(box->font_size/2.f);
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ui_set_next_fixed_width(match_pixel_range.max-match_pixel_range.min);
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ui_set_next_fixed_height(line_height*1.2f);
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ui_set_next_corner_radius_00(box->font_size/2.f);
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@@ -63,12 +63,12 @@ str8_lit_comp(
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"\n"
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"struct Vertex2Pixel\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float4 position : SV_POSITION;\n"
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" nointerpolation float2 rect_half_size_px : PSIZE;\n"
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" float2 texcoord_pct : TEX;\n"
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" float2 sdf_sample_pos : SDF;\n"
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" float4 tint : TINT;\n"
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" float corner_radius_px : CRAD;\n"
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" float2 texcoord_pct : TEX;\n"
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" float2 sdf_sample_pos : SDF;\n"
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" float4 tint : TINT;\n"
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" float corner_radius_px : CRAD;\n"
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" nointerpolation float border_thickness_px : BTHC;\n"
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" nointerpolation float softness_px : SFT;\n"
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" nointerpolation float omit_texture : OTX;\n"
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@@ -102,10 +102,10 @@ str8_lit_comp(
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" //- rjf: prep per-vertex arrays to sample from (p: position, t: texcoord, c: colorcoord, r: cornerradius)\n"
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" float2 dst_p_verts_px[] =\n"
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" {\n"
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" float2(dst_p0_px.x, viewport_size_px.y - dst_p1_px.y),\n"
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" float2(dst_p0_px.x, viewport_size_px.y - dst_p0_px.y),\n"
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" float2(dst_p1_px.x, viewport_size_px.y - dst_p1_px.y),\n"
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" float2(dst_p1_px.x, viewport_size_px.y - dst_p0_px.y),\n"
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" float2(dst_p0_px.x, dst_p1_px.y),\n"
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" float2(dst_p0_px.x, dst_p0_px.y),\n"
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" float2(dst_p1_px.x, dst_p1_px.y),\n"
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" float2(dst_p1_px.x, dst_p0_px.y),\n"
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" };\n"
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" float2 src_p_verts_px[] =\n"
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" {\n"
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@@ -127,14 +127,15 @@ str8_lit_comp(
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" cpu2vertex.color11,\n"
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" cpu2vertex.color10,\n"
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" };\n"
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" float2 dst_verts_pct = float2(\n"
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" (cpu2vertex.vertex_id >> 1) ? 1.f : 0.f,\n"
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" (cpu2vertex.vertex_id & 1) ? 0.f : 1.f);\n"
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" float2 dst_verts_pct = float2((cpu2vertex.vertex_id >> 1) ? 1.f : 0.f,\n"
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" (cpu2vertex.vertex_id & 1) ? 0.f : 1.f);\n"
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" \n"
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" // rjf: fill vertex -> pixel data\n"
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" Vertex2Pixel vertex2pixel;\n"
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" {\n"
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" vertex2pixel.position.xy = 2.f * mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy / viewport_size_px - 1.f;\n"
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" float2 xformed_pos = mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy;\n"
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" xformed_pos.y = viewport_size_px.y - xformed_pos.y;\n"
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" vertex2pixel.position.xy = 2.f * xformed_pos/viewport_size_px - 1.f;\n"
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" vertex2pixel.position.z = 0.f;\n"
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" vertex2pixel.position.w = 1.f;\n"
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" vertex2pixel.rect_half_size_px = dst_size_px / 2.f * xform_scale;\n"
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@@ -257,14 +258,14 @@ str8_lit_comp(
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" corner_radii_px.z,\n"
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" };\n"
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" float2 cornercoords__pct = float2(\n"
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" (c2v.vertex_id >> 1) ? 1.f : 0.f,\n"
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" (c2v.vertex_id & 1) ? 0.f : 1.f);\n"
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"\n"
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" (c2v.vertex_id >> 1) ? 1.f : 0.f,\n"
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" (c2v.vertex_id & 1) ? 0.f : 1.f);\n"
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" \n"
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" float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size;\n"
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" float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f;\n"
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"\n"
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" \n"
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" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
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"\n"
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" \n"
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" Vertex2Pixel v2p;\n"
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" {\n"
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" v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);\n"
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@@ -283,7 +284,7 @@ str8_lit_comp(
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" // rjf: blend weighted texture samples into color\n"
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" float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord);\n"
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" color.a = kernel[0].x;\n"
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"\n"
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" \n"
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" for(uint i = 1; i < blur_count; i += 1)\n"
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" {\n"
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" float weight = kernel[i].x;\n"
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@@ -62,12 +62,12 @@ struct CPU2Vertex
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struct Vertex2Pixel
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{
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float4 position : SV_POSITION;
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float4 position : SV_POSITION;
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nointerpolation float2 rect_half_size_px : PSIZE;
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float2 texcoord_pct : TEX;
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float2 sdf_sample_pos : SDF;
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float4 tint : TINT;
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float corner_radius_px : CRAD;
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float2 texcoord_pct : TEX;
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float2 sdf_sample_pos : SDF;
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float4 tint : TINT;
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float corner_radius_px : CRAD;
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nointerpolation float border_thickness_px : BTHC;
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nointerpolation float softness_px : SFT;
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nointerpolation float omit_texture : OTX;
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@@ -101,10 +101,10 @@ vs_main(CPU2Vertex cpu2vertex)
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//- rjf: prep per-vertex arrays to sample from (p: position, t: texcoord, c: colorcoord, r: cornerradius)
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float2 dst_p_verts_px[] =
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{
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float2(dst_p0_px.x, viewport_size_px.y - dst_p1_px.y),
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float2(dst_p0_px.x, viewport_size_px.y - dst_p0_px.y),
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float2(dst_p1_px.x, viewport_size_px.y - dst_p1_px.y),
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float2(dst_p1_px.x, viewport_size_px.y - dst_p0_px.y),
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float2(dst_p0_px.x, dst_p1_px.y),
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float2(dst_p0_px.x, dst_p0_px.y),
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float2(dst_p1_px.x, dst_p1_px.y),
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float2(dst_p1_px.x, dst_p0_px.y),
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};
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float2 src_p_verts_px[] =
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{
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@@ -126,14 +126,15 @@ vs_main(CPU2Vertex cpu2vertex)
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cpu2vertex.color11,
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cpu2vertex.color10,
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};
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float2 dst_verts_pct = float2(
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(cpu2vertex.vertex_id >> 1) ? 1.f : 0.f,
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(cpu2vertex.vertex_id & 1) ? 0.f : 1.f);
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float2 dst_verts_pct = float2((cpu2vertex.vertex_id >> 1) ? 1.f : 0.f,
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(cpu2vertex.vertex_id & 1) ? 0.f : 1.f);
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// rjf: fill vertex -> pixel data
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Vertex2Pixel vertex2pixel;
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{
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vertex2pixel.position.xy = 2.f * mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy / viewport_size_px - 1.f;
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float2 xformed_pos = mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy;
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xformed_pos.y = viewport_size_px.y - xformed_pos.y;
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vertex2pixel.position.xy = 2.f * xformed_pos/viewport_size_px - 1.f;
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vertex2pixel.position.z = 0.f;
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vertex2pixel.position.w = 1.f;
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vertex2pixel.rect_half_size_px = dst_size_px / 2.f * xform_scale;
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@@ -256,14 +257,14 @@ vs_main(CPU2Vertex c2v)
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corner_radii_px.z,
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};
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float2 cornercoords__pct = float2(
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(c2v.vertex_id >> 1) ? 1.f : 0.f,
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(c2v.vertex_id & 1) ? 0.f : 1.f);
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(c2v.vertex_id >> 1) ? 1.f : 0.f,
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(c2v.vertex_id & 1) ? 0.f : 1.f);
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float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size;
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float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f;
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float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
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Vertex2Pixel v2p;
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{
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v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);
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@@ -282,7 +283,7 @@ ps_main(Vertex2Pixel v2p) : SV_TARGET
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// rjf: blend weighted texture samples into color
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float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord);
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color.a = kernel[0].x;
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for(uint i = 1; i < blur_count; i += 1)
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{
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float weight = kernel[i].x;
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