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Cleanup
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@@ -1,10 +1,6 @@
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#version 450
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// Standalone elevation surface as a signed-distance field: one quad draws the
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// rounded-rect fill, its border, and the M3 two-part shadow (directional key +
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// non-directional ambient) analytically — no FBO, no blur passes. The shadow
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// is masked to outside the silhouette, so translucent fills never get
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// interior darkening.
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// Standalone rounded rect with border and M3 elevation shadow as one SDF.
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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@@ -24,7 +20,6 @@ layout(std140, binding = 0) uniform buf {
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vec4 ambientParam; // ambient: x = blur px, y = spread px, z = alpha
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} ubuf;
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// Per-corner rounded box. r = (topLeft, topRight, bottomRight, bottomLeft).
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float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
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p -= c;
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float rr = (p.x >= 0.0) ? (p.y >= 0.0 ? r.z : r.y) : (p.y >= 0.0 ? r.w : r.x);
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@@ -43,7 +38,6 @@ void main() {
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float d = rectDist(px);
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float fw = max(fwidth(d), 1e-4);
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float cov = 1.0 - smoothstep(-fw, fw, d);
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// Qt Rectangle semantics: border band on the rim, fill inset inside it.
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float covInner = 1.0 - smoothstep(-fw, fw, d + ubuf.borderWidth);
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vec4 col = vec4(ubuf.fillColor.rgb, 1.0) * (ubuf.fillColor.a * covInner)
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+ vec4(ubuf.borderColor.rgb, 1.0) * (ubuf.borderColor.a * max(0.0, cov - covInner));
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