From 8c401be207f013831d0fe1f8fd72f5c00b16346e Mon Sep 17 00:00:00 2001 From: Daniel Yoon <101683475+Koranir@users.noreply.github.com> Date: Tue, 26 Mar 2024 11:50:11 +1100 Subject: [PATCH 1/2] Update solid.wgsl --- wgpu/src/shader/quad/solid.wgsl | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl index 1274f81481..d908afbcb0 100644 --- a/wgpu/src/shader/quad/solid.wgsl +++ b/wgpu/src/shader/quad/solid.wgsl @@ -107,13 +107,19 @@ fn solid_fs_main( let quad_color = vec4(mixed_color.x, mixed_color.y, mixed_color.z, mixed_color.w * radius_alpha); if input.shadow_color.a > 0.0 { - let shadow_distance = rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, border_radius); + let shadow_radius = select_border_radius( + input.border_radius, + input.position.xy - input.shadow_offset, + (input.pos + input.scale * 0.5).xy + ); + let shadow_distance = max(rounded_box_sdf(input.position.xy - input.pos - input.shadow_offset - (input.scale / 2.0), input.scale / 2.0, shadow_radius), 0.); + let shadow_alpha = 1.0 - smoothstep(-input.shadow_blur_radius, input.shadow_blur_radius, shadow_distance); let shadow_color = input.shadow_color; - let base_color = select( + let base_color = mix( vec4(shadow_color.x, shadow_color.y, shadow_color.z, 0.0), quad_color, - quad_color.a > 0.0 + quad_color.a ); return mix(base_color, shadow_color, (1.0 - radius_alpha) * shadow_alpha); From 39f57a258ee315f51a968a9b4fcfc0ec0ea56ee0 Mon Sep 17 00:00:00 2001 From: Daniel Yoon <101683475+Koranir@users.noreply.github.com> Date: Tue, 26 Mar 2024 13:02:04 +1100 Subject: [PATCH 2/2] Make tiny-skia equivalent --- tiny_skia/src/backend.rs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/tiny_skia/src/backend.rs b/tiny_skia/src/backend.rs index 8c8781e345..0c913c02f5 100644 --- a/tiny_skia/src/backend.rs +++ b/tiny_skia/src/backend.rs @@ -233,7 +233,8 @@ impl Backend { ), size, &radii, - ); + ) + .max(0.0); let shadow_alpha = 1.0 - smoothstep( -shadow.blur_radius * scale_factor,