diff options
Diffstat (limited to 'shaders/ui.vert.glsl')
| -rw-r--r-- | shaders/ui.vert.glsl | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl index 5ec596fe..d23b609c 100644 --- a/shaders/ui.vert.glsl +++ b/shaders/ui.vert.glsl @@ -14,9 +14,10 @@ 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 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. +// into one uint. The THREE high effect bits are flags — the frozen-old cell +// layer, a see-through cell background and an opaque block-cursor fill — 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; @@ -55,7 +56,7 @@ void main() { v_cell_uv = vec2(0.0, 1.0); } - uint effect = a_effect.x & 0x3fffffffu; + uint effect = a_effect.x & 0x1fffffffu; 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. |
