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-rw-r--r--shaders/ui.vert.glsl10
1 files changed, 6 insertions, 4 deletions
diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl
index 5551f3f1..de22adee 100644
--- a/shaders/ui.vert.glsl
+++ b/shaders/ui.vert.glsl
@@ -14,9 +14,11 @@ layout(location = 3) in vec3 a_bg;
layout(location = 4) in vec4 a_panel_rect;
layout(location = 5) in vec4 a_present_rect;
// effect id, eased-progress float bits, pane serial, local row/column packed
-// into one uint. The FOUR high effect bits are flags — the frozen-old cell
-// layer, a see-through cell background, an opaque block-cursor fill and a
-// soft shadow (decor.frag.glsl) — so the id is what is left below them; integer transport preserves the exact
+// into one uint. The FIVE high effect bits are flags — the frozen-old cell
+// layer, a see-through cell background, an opaque block-cursor fill, a soft
+// shadow (decor.frag.glsl) or dotted page ground (ui.frag.glsl), and a
+// checker (decor) or a file name's shadow (ui) — so the id is what is left
+// below them; integer transport preserves the exact
// cross-backend hash.
layout(location = 6) in uvec4 a_effect;
// A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader
@@ -61,7 +63,7 @@ void main() {
v_cell_uv = vec2(0.0, 1.0);
}
- uint effect = a_effect.x & 0x0fffffffu;
+ uint effect = a_effect.x & 0x07ffffffu;
if (effect == 1u || effect == 2u || effect == 5u) {
// NDC y points up, so a top-left/bottom-right box has a NEGATIVE y
// delta. Preserve that sign or every local y is mirrored/outside.