Fix underline DPI (#35816)
Release Notes: - Fixed wavy underlines looking inconsistent on different displays
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3 changed files with 22 additions and 7 deletions
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@ -1057,6 +1057,9 @@ fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index)
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@fragment
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fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
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const WAVE_FREQUENCY: f32 = 2.0;
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const WAVE_HEIGHT_RATIO: f32 = 0.8;
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// Alpha clip first, since we don't have `clip_distance`.
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if (any(input.clip_distances < vec4<f32>(0.0))) {
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return vec4<f32>(0.0);
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@ -1069,9 +1072,11 @@ fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
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}
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let half_thickness = underline.thickness * 0.5;
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let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2<f32>(0.0, 0.5);
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let frequency = M_PI_F * 3.0 * underline.thickness / 3.0;
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let amplitude = 1.0 / (4.0 * underline.thickness);
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let frequency = M_PI_F * WAVE_FREQUENCY * underline.thickness / underline.bounds.size.y;
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let amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y;
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let sine = sin(st.x * frequency) * amplitude;
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let dSine = cos(st.x * frequency) * amplitude * frequency;
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let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine);
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@ -567,15 +567,20 @@ vertex UnderlineVertexOutput underline_vertex(
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fragment float4 underline_fragment(UnderlineFragmentInput input [[stage_in]],
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constant Underline *underlines
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[[buffer(UnderlineInputIndex_Underlines)]]) {
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const float WAVE_FREQUENCY = 2.0;
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const float WAVE_HEIGHT_RATIO = 0.8;
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Underline underline = underlines[input.underline_id];
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if (underline.wavy) {
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float half_thickness = underline.thickness * 0.5;
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float2 origin =
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float2(underline.bounds.origin.x, underline.bounds.origin.y);
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float2 st = ((input.position.xy - origin) / underline.bounds.size.height) -
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float2(0., 0.5);
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float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
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float amplitude = 1. / (2. * underline.thickness);
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float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.height;
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float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.height;
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float sine = sin(st.x * frequency) * amplitude;
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float dSine = cos(st.x * frequency) * amplitude * frequency;
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float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
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@ -914,7 +914,7 @@ float4 path_rasterization_fragment(PathFragmentInput input): SV_Target {
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float2 dx = ddx(input.st_position);
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float2 dy = ddy(input.st_position);
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PathRasterizationSprite sprite = path_rasterization_sprites[input.vertex_id];
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Background background = sprite.color;
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Bounds bounds = sprite.bounds;
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@ -1021,13 +1021,18 @@ UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underli
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}
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float4 underline_fragment(UnderlineFragmentInput input): SV_Target {
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const float WAVE_FREQUENCY = 2.0;
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const float WAVE_HEIGHT_RATIO = 0.8;
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Underline underline = underlines[input.underline_id];
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if (underline.wavy) {
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float half_thickness = underline.thickness * 0.5;
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float2 origin = underline.bounds.origin;
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float2 st = ((input.position.xy - origin) / underline.bounds.size.y) - float2(0., 0.5);
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float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
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float amplitude = 1. / (2. * underline.thickness);
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float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.y;
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float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y;
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float sine = sin(st.x * frequency) * amplitude;
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float dSine = cos(st.x * frequency) * amplitude * frequency;
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float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
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