diff options
Diffstat (limited to 'shaders/ui.vert.glsl')
| -rw-r--r-- | shaders/ui.vert.glsl | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl index 08627dc0..5ec596fe 100644 --- a/shaders/ui.vert.glsl +++ b/shaders/ui.vert.glsl @@ -14,8 +14,9 @@ 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 high effect bit marks the frozen-old cell layer; integer -// transport preserves the exact cross-backend hash. +// into one uint. The TWO high effect bits are flags — the frozen-old cell +// layer and a see-through cell background — so the id is what is left below +// them; integer transport preserves the exact cross-backend hash. layout(location = 6) in uvec4 a_effect; layout(location = 0) out vec2 v_uv; @@ -54,7 +55,7 @@ void main() { v_cell_uv = vec2(0.0, 1.0); } - uint effect = a_effect.x & 0x7fffffffu; + uint effect = a_effect.x & 0x3fffffffu; 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. |
