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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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@@ -167,12 +167,6 @@ ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
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// rjf: determine SDF sample position
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float2 sdf_sample_pos = vertex2pixel.sdf_sample_pos;
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// rjf: sample for corners
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float corner_sdf_s = rect_sdf(sdf_sample_pos,
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vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),
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vertex2pixel.corner_radius_px);
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float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);
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// rjf: sample for borders
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float border_sdf_t = 1;
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if(vertex2pixel.border_thickness_px > 0)
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@@ -187,6 +181,16 @@ ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
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discard;
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}
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// rjf: sample for corners
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float corner_sdf_t = 1;
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if(vertex2pixel.corner_radius_px > 0)
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{
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float corner_sdf_s = rect_sdf(sdf_sample_pos,
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vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),
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vertex2pixel.corner_radius_px);
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corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);
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}
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// rjf: form+return final color
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float4 final_color = albedo_sample;
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final_color *= tint;
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