Declare float literals consistently in shader

This commit is contained in:
Antonio Scandurra 2021-03-23 10:44:24 +01:00
parent 3de0ce6079
commit bac543657c

View file

@ -8,26 +8,26 @@ float4 coloru_to_colorf(uchar4 coloru) {
}
float4 to_device_position(float2 pixel_position, float2 viewport_size) {
return float4(pixel_position / viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
return float4(pixel_position / viewport_size * float2(2., -2.) + float2(-1., 1.), 0., 1.);
}
// A standard gaussian function, used for weighting samples
float gaussian(float x, float sigma) {
return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
}
// This approximates the error function, needed for the gaussian integral
float2 erf(float2 x) {
float2 s = sign(x);
float2 a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
}
float blur_along_x(float x, float y, float sigma, float corner, float2 halfSize) {
float delta = min(halfSize.y - corner - abs(y), 0.0);
float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
float delta = min(halfSize.y - corner - abs(y), 0.);
float curved = halfSize.x - corner + sqrt(max(0., corner * corner - delta * delta));
float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
return integral.y - integral.x;
}
@ -64,13 +64,13 @@ fragment float4 quad_fragment(
float2 center_to_point = input.position.xy - center;
float2 edge_to_point = abs(center_to_point) - half_size;
float2 rounded_edge_to_point = abs(center_to_point) - half_size + input.quad.corner_radius;
float distance = length(max(0.0, rounded_edge_to_point)) + min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.quad.corner_radius;
float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.quad.corner_radius;
float border_width = 0.0;
float border_width = 0.;
if (edge_to_point.x > edge_to_point.y) {
border_width = center_to_point.x <= 0.0 ? input.quad.border_left : input.quad.border_right;
border_width = center_to_point.x <= 0. ? input.quad.border_left : input.quad.border_right;
} else {
border_width = center_to_point.y <= 0.0 ? input.quad.border_top : input.quad.border_bottom;
border_width = center_to_point.y <= 0. ? input.quad.border_top : input.quad.border_bottom;
}
float4 color;
@ -85,7 +85,7 @@ fragment float4 quad_fragment(
);
}
float4 coverage = float4(1.0, 1.0, 1.0, saturate(0.5 - distance));
float4 coverage = float4(1., 1., 1., saturate(0.5 - distance));
return coverage * color;
}
@ -105,7 +105,7 @@ vertex ShadowFragmentInput shadow_vertex(
GPUIShadow shadow = shadows[shadow_id];
float margin = 3. * shadow.sigma;
float2 position = unit_vertex * (shadow.size + 2.0 * margin) + shadow.origin - margin;
float2 position = unit_vertex * (shadow.size + 2. * margin) + shadow.origin - margin;
float4 device_position = to_device_position(position, uniforms->viewport_size);
return ShadowFragmentInput {
@ -133,7 +133,7 @@ fragment float4 shadow_fragment(
// Accumulate samples (we can get away with surprisingly few samples)
float step = (end - start) / 4.;
float y = start + step * 0.5;
float alpha = 0.0;
float alpha = 0.;
for (int i = 0; i < 4; i++) {
alpha += blur_along_x(point.x, point.y - y, sigma, corner_radius, half_size) * gaussian(y, sigma) * step;
y += step;