diff --git a/crates/gpui/src/platform/blade/shaders.wgsl b/crates/gpui/src/platform/blade/shaders.wgsl index b1ffb1812e..95980b54fe 100644 --- a/crates/gpui/src/platform/blade/shaders.wgsl +++ b/crates/gpui/src/platform/blade/shaders.wgsl @@ -1057,6 +1057,9 @@ fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) @fragment fn fs_underline(input: UnderlineVarying) -> @location(0) vec4 { + const WAVE_FREQUENCY: f32 = 2.0; + const WAVE_HEIGHT_RATIO: f32 = 0.8; + // Alpha clip first, since we don't have `clip_distance`. if (any(input.clip_distances < vec4(0.0))) { return vec4(0.0); @@ -1069,9 +1072,11 @@ fn fs_underline(input: UnderlineVarying) -> @location(0) vec4 { } let half_thickness = underline.thickness * 0.5; + let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2(0.0, 0.5); - let frequency = M_PI_F * 3.0 * underline.thickness / 3.0; - let amplitude = 1.0 / (4.0 * underline.thickness); + let frequency = M_PI_F * WAVE_FREQUENCY * underline.thickness / underline.bounds.size.y; + let amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y; + let sine = sin(st.x * frequency) * amplitude; let dSine = cos(st.x * frequency) * amplitude * frequency; let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine); diff --git a/crates/gpui/src/platform/mac/shaders.metal b/crates/gpui/src/platform/mac/shaders.metal index f9d5bdbf4c..83c978b853 100644 --- a/crates/gpui/src/platform/mac/shaders.metal +++ b/crates/gpui/src/platform/mac/shaders.metal @@ -567,15 +567,20 @@ vertex UnderlineVertexOutput underline_vertex( fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]], constant Underline *underlines [[buffer(UnderlineInputIndex_Underlines)]]) { + const float WAVE_FREQUENCY = 2.0; + const float WAVE_HEIGHT_RATIO = 0.8; + Underline underline = underlines[input.underline_id]; if (underline.wavy) { float half_thickness = underline.thickness * 0.5; float2 origin = float2(underline.bounds.origin.x, underline.bounds.origin.y); + float2 st = ((input.position.xy - origin) / underline.bounds.size.height) - float2(0., 0.5); - float frequency = (M_PI_F * (3. * underline.thickness)) / 8.; - float amplitude = 1. / (2. * underline.thickness); + float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.height; + float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.height; + float sine = sin(st.x * frequency) * amplitude; float dSine = cos(st.x * frequency) * amplitude * frequency; float distance = (st.y - sine) / sqrt(1. + dSine * dSine); diff --git a/crates/gpui/src/platform/windows/shaders.hlsl b/crates/gpui/src/platform/windows/shaders.hlsl index 25830e4b6c..6fabe859e3 100644 --- a/crates/gpui/src/platform/windows/shaders.hlsl +++ b/crates/gpui/src/platform/windows/shaders.hlsl @@ -914,7 +914,7 @@ float4 path_rasterization_fragment(PathFragmentInput input): SV_Target { float2 dx = ddx(input.st_position); float2 dy = ddy(input.st_position); PathRasterizationSprite sprite = path_rasterization_sprites[input.vertex_id]; - + Background background = sprite.color; Bounds bounds = sprite.bounds; @@ -1021,13 +1021,18 @@ UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underli } float4 underline_fragment(UnderlineFragmentInput input): SV_Target { + const float WAVE_FREQUENCY = 2.0; + const float WAVE_HEIGHT_RATIO = 0.8; + Underline underline = underlines[input.underline_id]; if (underline.wavy) { float half_thickness = underline.thickness * 0.5; float2 origin = underline.bounds.origin; + float2 st = ((input.position.xy - origin) / underline.bounds.size.y) - float2(0., 0.5); - float frequency = (M_PI_F * (3. * underline.thickness)) / 8.; - float amplitude = 1. / (2. * underline.thickness); + float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.y; + float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y; + float sine = sin(st.x * frequency) * amplitude; float dSine = cos(st.x * frequency) * amplitude * frequency; float distance = (st.y - sine) / sqrt(1. + dSine * dSine);