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eliminate further useless sdf sampling in shaders; eliminate useless borders in ui, eliminating more overdraw; eliminate tab bar clipping issue
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@@ -168,12 +168,6 @@ str8_lit_comp(
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" // rjf: determine SDF sample position\n"
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" float2 sdf_sample_pos = vertex2pixel.sdf_sample_pos;\n"
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" \n"
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" // rjf: sample for corners\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos,\n"
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" vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),\n"
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" vertex2pixel.corner_radius_px);\n"
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" float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);\n"
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" \n"
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" // rjf: sample for borders\n"
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" float border_sdf_t = 1;\n"
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" if(vertex2pixel.border_thickness_px > 0)\n"
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@@ -188,6 +182,16 @@ str8_lit_comp(
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" discard;\n"
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" }\n"
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" \n"
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" // rjf: sample for corners\n"
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" float corner_sdf_t = 1;\n"
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" if(vertex2pixel.corner_radius_px > 0)\n"
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" {\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos,\n"
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" vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),\n"
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" vertex2pixel.corner_radius_px);\n"
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" corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);\n"
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" }\n"
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" \n"
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" // rjf: form+return final color\n"
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" float4 final_color = albedo_sample;\n"
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" final_color *= tint;\n"
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