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oops - do not ring_write in reader path... also fix silly shader thing
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@@ -175,13 +175,13 @@ str8_lit_comp(
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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_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) - vertex2pixel.border_thickness_px,\n"
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" max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));\n"
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" float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);\n"
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" if(vertex2pixel.border_thickness_px == 0)\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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" {\n"
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" border_sdf_t = 1;\n"
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" float border_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) - vertex2pixel.border_thickness_px,\n"
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" max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));\n"
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" border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);\n"
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" }\n"
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" if(border_sdf_t < 0.001f)\n"
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" {\n"
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@@ -174,13 +174,13 @@ ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
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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_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) - vertex2pixel.border_thickness_px,
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max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));
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float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
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if(vertex2pixel.border_thickness_px == 0)
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float border_sdf_t = 1;
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if(vertex2pixel.border_thickness_px > 0)
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{
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border_sdf_t = 1;
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float border_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) - vertex2pixel.border_thickness_px,
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max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));
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border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
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}
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if(border_sdf_t < 0.001f)
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{
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