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authorWill McKinnon <[email protected]>2022-11-11 21:28:32 -0500
committerWill McKinnon <[email protected]>2022-11-11 21:28:32 -0500
commit6ef904a960395c7cc81f60febb3d385d9aea4920 (patch)
tree4830f792c8b298f90c373c8593ee0544e3d326eb
parent1a9f17054df8ba456db4a5758bdaed9039dfe7e2 (diff)
style: shader style fixes
-rw-r--r--sway/desktop/shaders/corner.frag2
-rw-r--r--sway/desktop/shaders/quad_round_tl.frag2
-rw-r--r--sway/desktop/shaders/quad_round_tr.frag2
3 files changed, 3 insertions, 3 deletions
diff --git a/sway/desktop/shaders/corner.frag b/sway/desktop/shaders/corner.frag
index 9c5f0981..7699299a 100644
--- a/sway/desktop/shaders/corner.frag
+++ b/sway/desktop/shaders/corner.frag
@@ -20,7 +20,7 @@ void main() {
vec2 center = gl_FragCoord.xy - position - half_size;
float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);
float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);
-// Create an inner circle that isn't as anti-aliased as the outer ring
+ // Create an inner circle that isn't as anti-aliased as the outer ring
float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);
gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
diff --git a/sway/desktop/shaders/quad_round_tl.frag b/sway/desktop/shaders/quad_round_tl.frag
index 6fd0119c..758fece9 100644
--- a/sway/desktop/shaders/quad_round_tl.frag
+++ b/sway/desktop/shaders/quad_round_tl.frag
@@ -8,7 +8,7 @@ uniform float radius;
void main() {
vec2 q = abs(gl_FragCoord.xy - position - size) - size + radius;
- float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
+ float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
}
diff --git a/sway/desktop/shaders/quad_round_tr.frag b/sway/desktop/shaders/quad_round_tr.frag
index ff580045..1d8e879f 100644
--- a/sway/desktop/shaders/quad_round_tr.frag
+++ b/sway/desktop/shaders/quad_round_tr.frag
@@ -8,7 +8,7 @@ uniform float radius;
void main() {
vec2 q = abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius;
- float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
+ float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
}