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blade: fix path rasterization (#7546)
There were mistakes in the blending mode, primitive topology, and the equation. ![gpui-text-selection](https://github.com/zed-industries/zed/assets/107301/13f1285e-1338-4c87-b1bb-7e426606f939) Release Notes: - N/A
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@ -145,14 +145,14 @@ impl BladePipelines {
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data_layouts: &[&ShaderPathRasterizationData::layout()],
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vertex: shader.at("vs_path_rasterization"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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topology: gpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_path_rasterization"),
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color_targets: &[gpu::ColorTargetState {
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format: PATH_TEXTURE_FORMAT,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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blend: Some(gpu::BlendState::ADDITIVE),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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@ -365,7 +365,7 @@ fn fs_path_rasterization(input: PathRasterizationVarying) -> @location(0) f32 {
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return 0.0;
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}
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let gradient = 2.0 * input.st_position * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
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let gradient = 2.0 * input.st_position.xx * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
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let f = input.st_position.x * input.st_position.x - input.st_position.y;
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let distance = f / length(gradient);
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return saturate(0.5 - distance);
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