Clamp border rects to pixels

This uses the same co-ord calculation for border rects as for text
cells. DRYer and avoids borders and blank rects being drawn at haf pixel
offsets.
This commit is contained in:
Kovid Goyal
2021-12-31 06:20:57 +05:30
parent 072fe91518
commit a867b4444d
4 changed files with 12 additions and 14 deletions

View File

@@ -6,7 +6,7 @@ uniform vec3 inactive_border_color;
uniform vec3 bell_border_color;
uniform vec3 tab_bar_bg;
uniform vec3 tab_bar_margin_color;
in uvec4 rect; // left, top, right, bottom
in vec4 rect; // left, top, right, bottom
in uint rect_color;
out vec3 color;
@@ -24,13 +24,6 @@ const uvec2 pos_map[] = uvec2[4](
uvec2(LEFT, TOP)
);
vec2 to_opengl(uint x, uint y) {
return vec2(
-1.0 + 2.0 * (float(x) / float(viewport.x)),
1.0 - 2.0 * (float(y) / float(viewport.y))
);
}
float to_color(uint c) {
return float(c & FF) / 255.0;
}
@@ -39,7 +32,7 @@ float to_color(uint c) {
void main() {
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(to_opengl(rect[pos.x], rect[pos.y]), 0, 1);
gl_Position = vec4(rect[pos.x], rect[pos.y], 0, 1);
int rc = int(rect_color);
vec3 window_bg = vec3(to_color(rect_color >> 24), to_color(rect_color >> 16), to_color(rect_color >> 8));
color = W(0, default_bg) + W(1, active_border_color) + W(2, inactive_border_color) + W(3, window_bg) + W(4, bell_border_color) + W(5, tab_bar_bg) + W(6, tab_bar_margin_color);