backend: gl: fix corner being drawn with wrong color

The outer pixels of the corner are drawn with antialiasing, but it color
used for antialiasing is wrong. The estimated border color is used when
there is actually no border.

Related: #770

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui
2022-02-13 13:49:45 +00:00
parent ea2ba58efd
commit e63ec3fd16

View File

@@ -1561,12 +1561,17 @@ const char *win_shader_glsl = GLSL(330,
if (brightness > max_brightness)
c.rgb = c.rgb * (max_brightness / brightness);
// Rim color is the color of the outer rim of the window, if there is no
// border, it's the color of the window itself, otherwise it's the border.
// Using mix() to avoid a branch here.
vec4 rim_color = mix(c, border_color, clamp(border_width, 0.0f, 1.0f));
vec2 outer_size = vec2(textureSize(tex, 0));
vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f;
float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f,
inner_size / 2.0f) - corner_radius;
if (rect_distance > 0.0f) {
c = (1.0f - clamp(rect_distance, 0.0f, 1.0f)) * border_color;
c = (1.0f - clamp(rect_distance, 0.0f, 1.0f)) * rim_color;
} else {
float factor = clamp(rect_distance + border_width, 0.0f, 1.0f);
c = (1.0f - factor) * c + factor * border_color;