oops - do not ring_write in reader path... also fix silly shader thing

This commit is contained in:
Ryan Fleury
2024-01-26 13:51:57 -08:00
parent 6b7588b4b3
commit b76a8b9854
2 changed files with 12 additions and 12 deletions
@@ -175,13 +175,13 @@ str8_lit_comp(
" float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);\n"
" \n"
" // rjf: sample for borders\n"
" float border_sdf_s = rect_sdf(sdf_sample_pos,\n"
" vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,\n"
" max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));\n"
" float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);\n"
" if(vertex2pixel.border_thickness_px == 0)\n"
" float border_sdf_t = 1;\n"
" if(vertex2pixel.border_thickness_px > 0)\n"
" {\n"
" border_sdf_t = 1;\n"
" float border_sdf_s = rect_sdf(sdf_sample_pos,\n"
" vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,\n"
" max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));\n"
" border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);\n"
" }\n"
" if(border_sdf_t < 0.001f)\n"
" {\n"
+6 -6
View File
@@ -174,13 +174,13 @@ ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);
// rjf: sample for borders
float border_sdf_s = rect_sdf(sdf_sample_pos,
vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,
max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));
float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
if(vertex2pixel.border_thickness_px == 0)
float border_sdf_t = 1;
if(vertex2pixel.border_thickness_px > 0)
{
border_sdf_t = 1;
float border_sdf_s = rect_sdf(sdf_sample_pos,
vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,
max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));
border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
}
if(border_sdf_t < 0.001f)
{