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authorWilliam McKinnon <[email protected]>2024-10-14 22:42:42 -0400
committerWilliam McKinnon <[email protected]>2024-10-14 22:43:13 -0400
commit2666dc683d729be407c2dcf7245381d4cb299270 (patch)
treea634285f511bfb1a7d16d2b5082cde7f25acc217 /render/fx_renderer
parentf05626176636c49ba27c3ba2b69658f50c9b5730 (diff)
fix: small gap in shadow corner
Diffstat (limited to 'render/fx_renderer')
-rw-r--r--render/fx_renderer/gles2/shaders/box_shadow.frag7
1 files changed, 2 insertions, 5 deletions
diff --git a/render/fx_renderer/gles2/shaders/box_shadow.frag b/render/fx_renderer/gles2/shaders/box_shadow.frag
index d318c93..1980434 100644
--- a/render/fx_renderer/gles2/shaders/box_shadow.frag
+++ b/render/fx_renderer/gles2/shaders/box_shadow.frag
@@ -80,11 +80,8 @@ void main() {
// dither the alpha to break up color bands
shadow_alpha += (random() - 0.5) / 128.0;
- // get the window alpha so we can render around the window
- float window_alpha = 1.0 - smoothstep(-1.0, 1.0,
- roundRectSDF((size * 0.5) - blur_sigma,
- vec2(position.x + blur_sigma - offset.x, position.y + blur_sigma - offset.y),
- corner_radius));
+ // get the window alpha so we can render around the window (fix pixel gap by adding 0.5 to radius)
+ float window_alpha = 1.0 - smoothstep(-1.0, 1.0, roundRectSDF((size * 0.5) - blur_sigma, position + blur_sigma, corner_radius + 0.5));
gl_FragColor = vec4(v_color.rgb, shadow_alpha) * (1.0 - window_alpha);
}