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shaders: Remove redundant clamp of smoothsteps return value. (#3456)
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@ -71,11 +71,11 @@ void main() {
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if (dist < radius - h) {
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// lower
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float normalized = clamp(smoothstep(0.0, 1.0, dist - radius + thick + 0.5), 0.0, 1.0);
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float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
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additionalAlpha *= normalized;
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} else {
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// higher
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float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0);
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float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
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additionalAlpha *= normalized;
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}
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@ -22,7 +22,7 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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if (dist > radius - 1.0) {
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float dist = length(pixCoord);
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float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0);
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float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
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)#" +
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colorVarName + R"#( = )#" + colorVarName + R"#( * normalized;
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@ -100,7 +100,7 @@ void main() {
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
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discard;
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@ -349,4 +349,4 @@ void main() {
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gl_FragColor = pixColor;
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}
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)#";
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)#";
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