overflow: hidden/scroll scissor support, remove depth
This commit is contained in:
@@ -9,7 +9,6 @@ layout(location = 2) in uint in_color;
|
||||
layout(location = 3) in uint in_color2;
|
||||
layout(location = 4) in uint in_border_color;
|
||||
layout(location = 5) in uint round_border_gradient;
|
||||
layout(location = 6) in float depth;
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
layout(location = 1) out vec4 out_color2;
|
||||
@@ -41,8 +40,7 @@ void main() {
|
||||
|
||||
out_rect_size = rect_size;
|
||||
|
||||
gl_Position =
|
||||
uniforms.projection * model_matrix * vec4(corner_pos, depth, 1.0);
|
||||
gl_Position = uniforms.projection * model_matrix * vec4(corner_pos, 0.0, 1.0);
|
||||
|
||||
out_border_color =
|
||||
vec4(float((in_border_color & 0x00ff0000u) >> 16u) / 255.0,
|
||||
|
||||
@@ -8,7 +8,6 @@ layout(location = 1) in uint in_rect_dim;
|
||||
layout(location = 2) in uint in_uv;
|
||||
layout(location = 3) in uint in_color;
|
||||
layout(location = 4) in uint in_content_type;
|
||||
layout(location = 5) in float depth;
|
||||
layout(location = 7) in float scale;
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
@@ -41,7 +40,7 @@ void main() {
|
||||
mat4 model_matrix = model_buffer.models[in_model_idx];
|
||||
|
||||
gl_Position =
|
||||
uniforms.projection * model_matrix * vec4(corner_pos * scale, depth, 1.0);
|
||||
uniforms.projection * model_matrix * vec4(corner_pos * scale, 0.0, 1.0);
|
||||
|
||||
out_content_type = in_content_type & 0xffffu;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user