Resolves issue with nearest filtering on UI Icons. Note that as Metal does not support LOD bias as a parameter on a sampler object, the original code has been modified to perform LOD biasing at the shader level. As GPU_SAMPLER_ICON is not widely used, it is more efficient to apply directly to the affected shaders, rather than workaround passing in the sampler LOD bias as a separate value e.g. uniform or push constant. Original PR feedback addressed to also refactor ICON shaders to use consistent style for single and multi Icon rendering. Authored by Apple: Michael Parkin-White Ref #96261 Pull Request #105145
34 lines
885 B
GLSL
34 lines
885 B
GLSL
/**
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* Simple shader that just draw multiple icons at the specified locations
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* does not need any vertex input (producing less call to immBegin/End)
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*/
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void main()
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{
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vec4 rect = multi_icon_data.calls_data[gl_InstanceID * 3];
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vec4 tex = multi_icon_data.calls_data[gl_InstanceID * 3 + 1];
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finalColor = multi_icon_data.calls_data[gl_InstanceID * 3 + 2];
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/* Use pos to select the right swizzle (instead of gl_VertexID)
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* in order to workaround an OSX driver bug. */
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if (all(equal(pos, vec2(0.0, 0.0)))) {
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rect.xy = rect.xz;
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tex.xy = tex.xz;
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}
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else if (all(equal(pos, vec2(0.0, 1.0)))) {
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rect.xy = rect.xw;
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tex.xy = tex.xw;
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}
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else if (all(equal(pos, vec2(1.0, 1.0)))) {
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rect.xy = rect.yw;
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tex.xy = tex.yw;
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}
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else {
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rect.xy = rect.yz;
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tex.xy = tex.yz;
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}
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gl_Position = vec4(rect.xy, 0.0f, 1.0f);
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texCoord_interp = tex.xy;
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}
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