diff --git a/crates/gpui/src/platform/mac/shaders.metal b/crates/gpui/src/platform/mac/shaders.metal index aba01b9d5b..264fa55134 100644 --- a/crates/gpui/src/platform/mac/shaders.metal +++ b/crates/gpui/src/platform/mac/shaders.metal @@ -16,6 +16,7 @@ float gaussian(float x, float sigma); float2 erf(float2 x); float blur_along_x(float x, float y, float sigma, float corner, float2 half_size); +float4 over(float4 below, float4 above); struct QuadVertexOutput { float4 position [[position]]; @@ -108,21 +109,11 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]], color = input.background_color; } else { float inset_distance = distance + border_width; - - // Decrease border's opacity as we move inside the background. - input.border_color.a *= 1. - saturate(0.5 - inset_distance); - - // Alpha-blend the border and the background. - float output_alpha = input.border_color.a + - input.background_color.a * (1. - input.border_color.a); - float3 premultiplied_border_rgb = - input.border_color.rgb * input.border_color.a; - float3 premultiplied_background_rgb = - input.background_color.rgb * input.background_color.a; - float3 premultiplied_output_rgb = - premultiplied_border_rgb + - premultiplied_background_rgb * (1. - input.border_color.a); - color = float4(premultiplied_output_rgb, output_alpha); + // Blend the border on top of the background and then linearly interpolate + // between the two as we slide inside the background. + float4 blended_border = over(input.background_color, input.border_color); + color = mix(blended_border, input.background_color, + saturate(0.5 - inset_distance)); } return color * float4(1., 1., 1., saturate(0.5 - distance)); @@ -653,3 +644,12 @@ float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds, position.y - clip_bounds.origin.y, clip_bounds.origin.y + clip_bounds.size.height - position.y); } + +float4 over(float4 below, float4 above) { + float4 result; + float alpha = above.a + below.a * (1.0 - above.a); + result.rgb = + (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha; + result.a = alpha; + return result; +}