diff --git a/src/render/shaders/Border.hpp b/src/render/shaders/Border.hpp index a4ab50ee..f7b9d94d 100644 --- a/src/render/shaders/Border.hpp +++ b/src/render/shaders/Border.hpp @@ -71,11 +71,11 @@ void main() { if (dist < radius - h) { // lower - float normalized = clamp(smoothstep(0.0, 1.0, dist - radius + thick + 0.5), 0.0, 1.0); + float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5); additionalAlpha *= normalized; } else { // higher - float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0); + float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5); additionalAlpha *= normalized; } diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp index dac511c7..109840ca 100644 --- a/src/render/shaders/Textures.hpp +++ b/src/render/shaders/Textures.hpp @@ -22,7 +22,7 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar if (dist > radius - 1.0) { float dist = length(pixCoord); - float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0); + float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5); )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * normalized; @@ -100,7 +100,7 @@ void main() { if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) discard; - + if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue) discard; @@ -349,4 +349,4 @@ void main() { gl_FragColor = pixColor; } -)#"; \ No newline at end of file +)#";