gpui: Add opacity
to support transparency of the entire element (#17132)
Release Notes: - N/A --- Add this for let GPUI element to support fade in-out animation. ## Platform test - [x] macOS - [x] blade `cargo run -p gpui --example opacity --features macos-blade` ## Usage ```rs div() .opacity(0.5) .bg(gpui::black()) .text_color(gpui::black()) .child("Hello world") ``` This will apply the `opacity` it self and all children to use `opacity` value to render colors. ## Example ``` cargo run -p gpui --example opacity cargo run -p gpui --example opacity --features macos-blade ``` <img width="612" alt="image" src="https://github.com/user-attachments/assets/f1da87ed-31f5-4b55-a023-39e8ee1ba349">
This commit is contained in:
parent
072513f59f
commit
a092ff0c4f
10 changed files with 297 additions and 36 deletions
|
@ -548,7 +548,9 @@ fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
|
|||
|
||||
struct PolychromeSprite {
|
||||
order: u32,
|
||||
pad: u32,
|
||||
grayscale: u32,
|
||||
opacity: f32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
corner_radii: Corners,
|
||||
|
@ -592,7 +594,7 @@ fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
|
|||
let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
|
||||
color = vec4<f32>(vec3<f32>(grayscale), sample.a);
|
||||
}
|
||||
return blend_color(color, saturate(0.5 - distance));
|
||||
return blend_color(color, sprite.opacity * saturate(0.5 - distance));
|
||||
}
|
||||
|
||||
// --- surfaces --- //
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue