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-rw-r--r--shaders/ui.vert.glsl7
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.